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On Takedown’s launch issues

Takedown left a strong impression at PAX. It was clear how to execute on missions with a tactical precision missing in the modern shooter. From the early Kickstarter pitch, it offered the potential of renewing a genre that’s become progressively less thoughtful with time and offered a bit of hope for a smart shooter revival.

“It’s safe to say the game shouldn’t be for sale at the moment”Unfortunately the initial launch isn’t lining up with our first impressions. It’s safe to say the game shouldn’t be for sale at the moment. Upfront, for the first couple hours, Takedown would refuse to connect to matches. Eventually the odd one would slip through and we’d find some of the original hard-wired appeal of a tactical shooter but even once we’ve gotten in, the in-game parts are too filled with bugs to properly recommend.

The Steam community reacted as one would expect for an audience who’s sold a product that doesn’t function as intended. The Steam forums were quickly filled with messages about the game’s folder being labeled early access, perhaps a remnant of a prior version, and how they wanted a public apology for the messy launch.

It’s the thing with a Kickstarter. Certainly, more than a publisher-funded title, there’s an obligation to the community. To make good on the pitch. And what’s so disappointing about Takedown is that our PAX demonstration from the team gave every indication that they were well on their way to achieving their goals.

“Takedown’s still a product that we want to believe in”But in actual practice, when a game’s released to the wild, things that are difficult to test in an isolated way come through. And it’s not only the difficulties with multiplayer that prevent any sort of current recommendation but we’ve also been disconnected from single player games, have found a slew of visual and mechanical bugs, and have found that the game doesn’t actually close upon exiting, making it all the more difficult to connect with the hit-and-miss servers, as the game’s unable to launch with the program already running.

Takedown’s still a product that we want to believe in. The idea’s strong and the developers are after a good thing. It’s clearly not there yet but with time and some patches, perhaps all of that bottled up potential we found at PAX will once again emerge. We’ll have a review once they get it there but until that point, we’re unable to recommend or properly critique what was potentially one of the most necessary recent genre shakeups.

The author of this fine article

is an Associate Editor at Thunderbolt, having joined in July 2007. Get in touch on Twitter @Calvin_Kemph.

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