Police Quest: SWAT, alternatively known as Daryl F. Gates' Police Quest: SWAT or Police Quest 5: SWAT, is a 1995 graphic adventure educational video game developed and published by Sierra On-Line for DOS, Microsoft Windows, and Mac OS. It is the fifth installment in the Police Quest series and the first installment in the SWAT subseries. The game follows a Los Angeles Police Department (LAPD) Metropolitan Division SWAT team as they train to handle high-risk criminal incidents across Los Angeles. Police Quest: SWAT received negative reviews from critics, but was a commercial success, with sales of over 1 million units by March 2000. A sequel, Police Quest: SWAT 2, was released in 1998. The game has since been re-released digitally through GOG.com and Steam. Gameplay Police Quest: SWAT follows the members of a police tactical unit. The game is presented through a series of interactive full-motion videos. Gameplay is primarily point-and-click. The player can use their character's LASH radio to issue commands or call for assistance using verbs and nouns. The player also has an inventory where their weapons and equipment are stored. The vast majority of the game consists of training exercises and lectures at the Los Angeles Police Academy in Elysian Park, serving to educate the player on police tactics and knowledge necessary during missions. Only three missions are in the game, unlocked as the player progresses through training. To provide replay value, the missions are lengthy and come in a several variations; for example, a suspect may ambush the player in one mission playthrough, but they may attempt to hide in a subsequent replay. In the final mission, the player is issued a role they chose during training: element leader, allowing the player to issue commands and direct the team; or sniper, allowing the player to cover the rest of the team, though they must account for randomized wind effects. As is standard for the Police Quest series, following orders, police policy, rules of engagement, and realism are critical factors in gameplay. Most crucially, the SWAT team is advised to arrest suspects alive rather than kill them, unless the suspect is attempting to harm them or others. In some mission variations, the player must negotiate with an otherwise dangerous suspect to de-escalate the threat, even when shooting would be justifiable. Actions deemed contrary to these can result in reprimands, negative consequences, or a game over. Plot The