Playtime:
363 minutes
[H1]A Missed Opportunity Disguised as A Promise[/H1]
Just like American Fugitive, FTG's latest game, The Precinct, collapses under the weight of expectations the moment you move past the trailers and get your hands on the actual experience. Promoted as an open-world sandbox police simulator, the game initially hints at freedom and emergent gameplay. Instead, it funnels players into a rigid structure dominated by lackluster story beats, showing once again that FTG doesn’t trust its own audience to play creatively. This was a major issue in their previous title, and the fact that it’s repeated here suggests that feedback has either been ignored or dismissed, which is something you might expect from a AAA studio burdened by executive mandates, but not from a smaller developer with fewer creative constraints.
The game opens with a predictable storyline that serves as a tutorial for the basic mechanics. You're quickly thrown into a generic plot involving the murder of the protagonist’s father, a narrative that fails to engage or justify its role as the game’s main motivation. Voice acting is present, but the performances are flat and disconnected, clearly recorded in isolation, and paired with writing that rarely if ever rises above mediocrity. The characters themselves are represented through static 2D illustrations that never change expression or pose, most of which resemble stock photos from a failed fashion shoot. The result is a presentation that makes visual novels seem extremely dynamic by comparison.
Dialogue choices are occasionally offered but have no real impact other than the chronology in which the mandatory dialogue is presented. These moments exist only to feign interactivity and break up the monotony. Once the tutorial is over, the game introduces its “shift” system, which theoretically signals the start of open-ended police work. In reality, the game splits into two equally underwhelming options: Unannounced and automatically triggered "story shifts" that push you into more lifeless dialogue and scripted missions (usually involving basic shootouts or car chases), or "open shifts" with minor variation, where you pick from four generated mission confined to specific city zones and objectives.
Shifts last up to 12 in-game hours, but even when choosing the longest shifts the game signals their eind with a warning about unauthorized overtime the moment you get somewhat immersed. Since most interventions take 2 to 5 minutes, you rarely get to do more than three or four before being prompted to return to the station, only to start a new shift, which in game terms does nothing more than separate earned XP from one day to the next, but in gameplay terms just breaks up the fun by announcing you're not actually free at all to define when you want to call it a day.
This artificial pacing feels more like micromanagement than game design. It’s the kind of rigid structure players are increasingly rejecting, especially as studios like Ubisoft struggle to stay afloat after relying on this same checkbox-heavy formula for way too long. And just in case that wasn’t restrictive enough, you're forced to drag along an AI partner who slows you down, repeats generic lines, and adds nothing to the experience other than the occasional capture of a secondary perpetrator that, if not captured, reflects negatively on your own XP, even when you're busy chasing or arresting another criminal. There's also no meaningful or (actually) funny banter, no co-op option to replace the "partner" with a friend, just a lifeless mechanic that could’ve been a highlight had it been designed with co-op in mind.
Reused assets from American Fugitive are everywhere, especially the vehicle fleet, which is virtually unchanged. And with every recycled element, it becomes harder to see where, if at all, any real progress has been made to improve on any of those elements. The overall feeling is one of creative stagnation, like a studio spinning its wheels rather than moving forward. To be clear, building upon past work isn’t inherently bad. Reusing systems and assets can be smart, especially for small teams. But The Precinct rehashes American Fugitive without improving on any of its core flaws.
The only noticeable changes are that you no longer need to load a new area/map when crossing bridges and the camera system has been updated to allow for a better viewing angle whilst driving and a free moving camera when traversing on foot. Driving mechanics are still arcade-style, which fits the game’s tone, but the vehicles remain overly floaty. Physics are exaggerated to the point of absurdity: hitting a brick wall at 30mph causes it to explode, while steel barriers do nothing to stop you, even when just brushing against them they'll break. These over-the-top effects hurt the gameplay more than they help sell the action, especially during high-speed chases, where the smallest mistake can launch your car into oncoming traffic or worse, into the surrounding ocean, forcing you to swim to shore and find a new vehicle.
The story itself attempts to paint the game's world as a gritty, crime-riddled city inspired by 1970s–80s New York, but any potential atmosphere is neutered by over-sanitization. FTG clearly wanted to launch across as many platforms as possible on day one (including consoles like the PlayStation 5) which meant adhering to a PEGI/ESRB rating if they wanted to get away with selling it to as broad an audience as they could manage with a game like this. The result is a “crime fighting sim” that’s afraid of showing mild offenses or gore effects. Dialogue that is clearly written to replace insults and graphic language is cringe-worthy at best to the point of it breaking the entire illusion, there’s no blood or grit, and any chance of mature tone or tension is drowned in corporate-safe content. In 2025, it’s baffling to see a game set in a lawless city so devoid of edge, especially when the same teenagers it’s trying to incorporate in its overly broad "target" audience have likely played GTA V for years and and if anything, aren't at all limited or intimidated by a mature rating that itself would be shattered by the content these kids see when browsing Instagram for 10 minutes straight.
So, what kind of game is The Precinct, really? It’s not a simulator, there’s too much handholding. It’s not an RPG, because player choices have minimal to no consequence, seeing the story follows a linear path regardless of what you do. It’s not a co-op game, despite having a “partner” system that begs for it. Instead, it's a tightly guided experience that occasionally lets you drive and dabble in surface-level police work, but mostly the gameplay just serves as a vehicle for a lackluster, cliché story nobody was waiting for.
In short, The Precinct is American Fugitive 2.0: A reskin with minor tweaks and no meaningful innovation. It’s a game that micromanages the player, forces them through uninspired narrative beats, and fails to deliver on the promise of a dynamic police sandbox. The most frustrating part? With small adjustments to systems and values, FTG could’ve delivered something far more engaging, something closer to the original GTA sandbox games in spirit. But instead of an actual sandbox, they chose the path of least resistance, chasing broad appeal and lack of effort at the cost of depth, freedom, and fun.
As for the game's positive reception, I suspect it's driven more by its potential than anything else. It scratches the surface of a game people want but doesn’t commit to actually being that game. I’ll be keeping my eyes open in the hopes a solo dev out there will eventually make the true open-world police/crime sim in the vain of GTA and Schedule 1. Until then, this game might scratch that itch a bit during the occasional in-between session. Just don’t expect it to get rid of the itch entirely. Based on FTG's current track record, it most likely never will.
👍 : 128 |
😃 : 5