I arrested someone who didn’t deserve it. Chump was carrying counterfeit gems and I slowly slapped my cuffs without reading the police handbook. I’m about to throw that book at me. Sitting at the desk at the end of Cop Sim The Prect shift gives you a chunk of XP deducted from the proceeds to restrain this guy for a minor violation. When the action in the precinct increases and it turns into a top-down blaster, it becomes heavy and clunky, but the quiet moments of the police encourage strict dedication to the role of the petty rule enforcer. It is incomplete in many ways, and it has a sense of commitment under everything I can respect. You don’t have to respect the badge itself.
Check out YouTube
The easiest way to explain this arrest is to describe it as “The Reverse Grand Theft Auto.” You play a rookie police officer in the fictional American city of Averno in 1983. You drive in your police car, your partner on your side and deal with all the crimes happening on the streets. He suspends a drunken brawl, an alley robbery, chasing a drunken driver. But the big factor is that you’re not (just) defeating thugs or shooting bank robbers. All criminals arrested were properly disposed of, the crime was listed accurately, their heads were shoved into the back seat of a cop car with a solid action movie closure.
Every day, choose from a bunch of station shift patterns. Maybe today I’ll just look for parking violations around the station. Or go to another island in the city and patrol the highway to accelerate the attack. It has the ability to customize daytime shifts and anti-social night shifts, as well as shift locations and focus on your preferences.
Or you can stick to a primarily story-driven shift. There, you will chase after a gang member and walk your path until you land sufficient evidence (in the form of fallen weapons and confiscated contraband) to bring down that particular gang’s capodeipoi. This essentially trains players to profile a particular pedestrian (anyone dyes their hair is a potential member of Joe Head, and anyone wearing a snake t-shirt is a potential crimson snake). There are ordinary criminals everywhere, but you can quickly get tunnel vision with these specific NPC types. An interesting side effect that reflects the actual policing aspects is that there is no time or energy to unpack here.
These story missions form a central chunk of pastiche soup with police narrative ratios and typical solidified police drama characters. Your hero is the son of a police officer killed in duties (hello, rush hour) and has a lovely, questionable chief who tells our boy how proud his dad is. The writing is no longer imaginative on the streets. GTA games are famous for having thousands of unique snippets of conversations that have been heard through NPCs, but almost every citizen of Averno seems to be talking only on the tired lines of popular culture, from “Eat My Shorts” to “You’re probably not fond of me when I’m mad.” Game concept – not ground theft, but the gaze feels fresh, but the actual dialogue and storytelling are trivial in a way that feels useless. Don’t expect the wire to say it.
The game is best to roam the sandbox and pretend to ride the daily beat. On my first proper shift, I arrested a car burglar, three Maggars, a suspected robbery, manslaughter, and a poor, stupid suspect who happened to carry a counterfeit necklace in his cuffs.
Averno City is full of robbing the well in the same comical and criminal ways as Gotham. You can’t walk 50 meters without finding the bad. This leads to many interesting incidents. You chase after the murder suspect, but this causes you to panic with the figure of a police officer running towards him and begin to hit you with his clover. Once, I chased the Purge to the subway station and worked on the railway on her rags.
Some of the things that involve simulations most are moments of inaction. Because when you see the theft calling out on your hi-fi stereo and let him walk, you’re busy arresting a drug dealer. Or when you’re done with your shift and ignore the driver throwing trash out of his window in front of you. These nuggets have the feeling of being a beat cop with no work for the day. Why answer radio calls about robbery when it’s 200 meters outside the patrol zone? That’s someone else’s problem, Chief.
It is promising that this police sensation is organically generated. The game makes a U-turn and can easily be wrapped when it appears on imaginative cover shoots, using unresponsive stick-to-wall buttons and brainless aiming nets. There are many Perps, but they are not encouraged to move or put enemies aside. This is a target practice mall game. Ammunition is replenished with wooden frames near the battle zone, which summon extra radial wheel pop-ups and artificially stop the flow of battle.
In fact, let’s talk about radial wheels. Many of the police actions you take are done through the same kind of context sensitive command wheels that float around your head and sometimes require multiple dips for nested categories of actions. Once you have arrested the con artist, click Resolve to view options such as “Arrest” or “Let Go.” One of the menus that people often use to carve crimes committed is radial rabitol (Resolve > Additional Attack > On-Feet Attack > Attack).
It feels like the Sims, not like the GTA, like the opposite of the game, if you do the job following the cop father. I’m not a fan of ubiquitous slow mo radial wheels, whether used in shooters or to reduce the pain of weapon selection. Certainly you will retain your choice, but at the expense of flow as players will face a cluttered disc of symbols during the battle. I think it’s almost a hassle here. The game automatically checks for criminal crimes so you can tweak options, but this removes only real thoughts from all stops and searches. To be honest, when I get back to the station, I want to fill out a big form full of tick boxes.
Other small nuisances accumulate. I had to play the opening twice for the game. Both AI citizens and your police partners can act stupid or strangely, but this is often the source of unintended comedy. My fellow patrol officers were once completely invisible for a few minutes. And that day, I was told that I had lost the suspect, even after handing him directly to the front desk at the police station. One handcuffed citizen, who was dropped into the water by the dock, climbed using only his feet and ladders. Sadly, I couldn’t interact with him after dip.
If the bug isn’t distracting, many warning notifications in the game may be. Giving all the violent freedom of GTA clowns, as you might expect from a cop game, it hopes you will stick to the role of an outstanding badge bearer. Certainly, you can kill random civilians or murder suspects with cold blood for minor messy crimes. But doing so will welcome various red screen warning messages and Instafail Shutdown of despicable behaviour. “Don’t hurt civilians!” That’s barking. “Always use the right force!” and “Don’t shoot!” and “Don’t kill suspects!” Even if you’re not slapped in game over, you’re often old with less violations. “That’s not my current purpose,” or “Wait for Kelly!” if you drive without a partner.
All these orders will either end the game or otherwise reinforce the designer’s intent. The players are good cops, not bad cops. I understand the reason for such a command, that’s the solution to the question: “What if the player isn’t doing what we want?” But it tastes overwhelmingly overwhelmingly like “returning to mission area”, a blunt weapon in fail state that behaves like a baton. What’s even more interesting is the big bang for XP, which is deducted at the end of the “poor behaviour” shift if you do something wrong, such as arresting someone for the wrong attack (oops), or searching for an innocent pedestrian without performing a proper ID check. Either way, designers have created a GTA-style open world, but they want you to live it in (almost) orderly fashion. Game policy as much as police a game.
As long as the police go, it fits somewhere between the grey dispatch stories of patrol officers, who are police and police simulator boot patrols. Just as the comparison is unfair, I also find myself thinking about it alongside Shadows of Doush, the recent open world detective sim. One of these games comes true, and tries to hide its inherent stupidity with gritty crime writing and a big message saying, “Don’t do that!” Others are approaching crime and crimes that fight as emergency and unfortunate adventures, but most ideas are not put into linear or traditional tales at all. Both seem buggy, crude, repeatable, and distinctive in their own way. Personally, I prefer something that doesn’t exactly do things with books. However, if you wear a uniform and follow the rules, the grounds will line you up.