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Designed to effectively be a police simulator, Police Quest features relatively simple puzzles, but relies strongly on strict adherence to proper police procedure, as detailed in the game's manual. Police Quest was a moderate critical and commercial success, spawning the successful Police Quest series, which later evolved into the SWAT series ...
The two Police Quest: SWAT games were re-released in 1999 in a collection called Police Quest: SWAT Force. The third re-release collection was released in 2000, as the "SWAT Career Pack" which included all six Police Quests: 1–3, Open Season, SWAT, and SWAT 2. It also included a demo for SWAT 3: Close Quarters Battle.
Police Quest III: The Kindred (also known as Police Quest III) is a 1991 police procedural point-and-click adventure video game developed and published by Jim Walls and Sierra On-Line. It is the third installment in the Police Quest series. The game finishes the story of police officer Sonny Bonds, who seeks revenge after his wife is attacked ...
Police Quest II: The Vengeance (also known as Police Quest II) is a 1988 police procedural adventure video game developed and published by Jim Walls and Sierra On-Line. It is the second installment in the Police Quest series. The game continues the story of police officer Sonny Bonds as he attempts to apprehend an escaped convict.
Police Quest: SWAT 2 (stylized as SWAT 2) is a 1998 real-time tactics video game developed by Yosemite Entertainment and published by Sierra FX (both studios of Sierra On-Line) exclusively for Microsoft Windows. It is the sixth installment in the Police Quest series and the second installment in the SWAT subseries.
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Police Quest and SWAT are a series of computer games produced and published by Sierra On-Line between 1987 and 2008. The original Police Quest series was composed of three adventure games designed by former policeman Jim Walls, and a fourth title designed by Daryl F. Gates. The later games in the series resulted in the renamed SWAT series.
Open Season uses point-and-click gameplay. Icons for "walking", "speaking, "using", and "looking" are used rather than the text-parsing system used in the first two games. The mouse is used to select and interact with objects from the game world and the player's inventory, as well as to direct the player character around the various environments.