TAKEDOWN is a thinking-person’s shooter. 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. The operation to clear pirates from a hijacked oil tanker by Russian special forces in May of 2010 is a perfect example of the types of missions in TAKEDOWN.

How is TAKEDOWN different from other games?

Ghost Recon: Future Soldier focuses on future tech and using gadgets to reveal the locations of your enemies. Rainbow Six: Patriots looks to provide a “Jack Bauer” experience. Call of Duty games emphasize huge movie-like set pieces and perks. Battlefield and ARMA bring different variations on large battlefields with a variety of vehicles.

Compare these games to the description of TAKEDOWN, and we hope you will understand the difference

How many players and how large will teams be?

AS far as team in SP / COOP. We are shooting for 6 – 8 on your team. As far as PVP our generally goal is at 12 – 16.

How much realism will be in this game?

Realism will be the basis for the gameplay features, balanced with fun. Weapons handling and character damage will be based on realism. No regenerating health, see around corner cover systems, or magically resurrected team members.

What experience does the team behind TAKEDOWN have?

Serellan LLC, led by veteran game designer and BAFTA Award winner Christian Allen, is a small indie studio made of industry veterans from studios including Red Storm Entertainment, Monolith, Surreal, Microsoft, Ubisoft, Bungie, and others, with extensive experience on games like the original Rainbow Six, Rainbow Six Rogue Spear, Ghost Recon, GR2, GRAW, F.E.A.R., Condemned, Halo: Reach, Drakan, The Suffering, World of Tanks, and more. Also included is a recently retired US SF Operator, with several tours under his belt who, along with Christian Allen’s USMC experience, will bring realism and authenticity toTAKEDOWN.

We also have Rich Douglas, composer, providing the score; Charles Guan providing concept art, and Matt Corboy (of The Shield, L.A. Noir, and The Descendants) signed to voice the Commander.

Is the game first person or third person?

First Person view is planned on PC, with PS3 going Third Person. Xbox 360 view is to be determined based on feedback from the 360 community.

What characters will I be able to play as?

You will have operatives from many different countries and backgrounds, and will outfit them with weapons and equipment from all over the world.

What gameplay types are planned?

TAKEDOWN plans a single player campaign, co-op play, and competitive multiplayer.

What is the setting of the game?

TAKEDOWN is set in today’s world, with no sci-fi or future elements. You take the role of PMC’s (Private Military Corporations), taking on scenarios all over the world for a variety of employers with various objectives, including hostage rescue, asset recovery, security, and target elimination.

I missed out on the Kickstarter campaign but would still like to donate. Is this possible?

At this time we are no longer able to receive donations through the Zazzle store system. We may open up the game for pre-sales in the future. Thank you everyone for you’re support! The best thing you can do for us at this point is tell more people about Takedown and stay connected to the community!

How involved will the community be in the development of this game?

Community involvement is crucial to the development of this title. Based on the pledge level, community members will influence different features and content in the game, as well as being able to submit content for inclusion in the game. While this won’t be a “design by committee,” and the development team will make the final decisions, when it is appropriate to open it up to the community for things like available weapons, community members will have opportunities to vote and discuss with dev team members before the final decisions are made.

Will there be a minimalistic HUD? Will certain elements of the HUD (like magazine count) fade out when you are not reloading?

The HUD will be as minimalistic as possible while providing the information that you need. We don’t want to clutter up the screen with useless or minimally useful HUD elements just to try and look cool. As far as elements fading in and out, we will be looking into this. We also plan to allow players to minimize HUD elements as well through UI options.

Read more FAQ on our forums!