Due Process is a Welcome Change to Tactical Shooters – PAX East 2018 Preview

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The hardcore FPS community has found itself a new champion the last few years in Tom Clancy’s Rainbow Six: Siege. Siege, a much maligned game at launch which has now become the success story that others are chaseing after. Due Process, the first game from the team Giant Enemy Crab, is not only another tactical competitive shooter hitting the market but furthermore is an indie game making strides in a AAA dominated market.

Due Process, much like Battlefield Hardline and Siege, places you on opposite ends of the law. Criminals must defend a bomb location from police who need to infiltrate the site, which is itself a preset location with randomly generated assets every time. Instead of flitting back and forth from attackers and defenders though, each team plays one side and whoever gets the best out of 3 wins the game. The reason for this is because Due Process places an emphasis on inventory management between matches.

Every piece of equipment is finite in Due Process. You pick between three loadout choices that dwindle as the game goes on, so when you’re making this decision be sure to take into consideration the randomly generated location, which forces players to think smarter and also sidesteps meta strategies. Once players load into the match, they’ll pick up their weapons from a nearby crate, the contents of which will never be replaced. Neither will the ammo for those weapons, nor the breach charges, or their detonators – which are separated from one another to encourage teamwork and discourage wasteful usage on behalf of one person’s errant behavior.

Besides this, you can also salvage equipment from your enemies once you’ve downed them so that you can proceed into the next round with an advantage, which becomes integral once you realize that it signals a significant decrease in the usage of your own pool of resources. Essentially, the main tactic of Due Process is to be quick about dispatching enemies and, when possible, to use their weaponry against them.

What I found in my time with the game was that this system grants the game an entirely different speed then most tactical shooters on the market. Whereas Siege encourages slower more methodical play, all systems seem to be set to go in Due Process, where tactics manifest themselves in different ways and often on the fly. For example, before you play, an overhead map will load that allows for illustrations that display exact routes for teammates to follow. It’s not entirely novel but feels like what DOOM’s reboot was a few years ago: a callback to the golden age of the shooter genre.

What results from these short, tense shootouts is a game that simultaneously serves as an homage to classic strategical shooters while also utilizing modern design decisions to inject new life into a genre that had once grown stale.

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