Playtime:
1483 minutes
Gameplay Mechanics – How the game plays moment-to-moment (movement, controls, unique systems).
This game is a Police simulator with a third person view. As officer Cordell you can Walk, Jog, Run, go up and down Ladders, Drive Cars, Drive Helicopters, Shoot guns, Tackle suspects, Give voice commands to pedestrians and swim.
A good portion of gameplay involves Asking people for ID's, patting them down, detaining suspects, giving breathalyzer tests, checking their car trunks, arresting and shooting offenders. You can also check people's license plates and speed. For parked cars you might be able to give tickets if they are committing infractions like parking in front of a fire hydrant.
The game happens in shifts, each with a specific location, duration, objective and vehicle. However the shift that you choose doesn't really matter that much, as crime will still happen randomly and entice you to go fight it, instead of following the directive. Though by following the orders you might unlock new shift areas. When the shift duration ends you can end the day or free roam. If you end the shift you will receive some XP for the things you have done and will level up in the precinct, unlocking new vehicles, weapons and skill points. During mission days you wont be able to carry out regular shifts.
By arresting people and collecting evidence you can find out stuff about the two main gangs in the game, and as you investigate you will get special events to arrest important gang member and go up their chain.
There are special events like Races and Time Trials spread across the map.
Difficulty & Challenge – How hard the game is, balance of challenge, fairness.
You can choose the difficulty in the settings. In the easiest difficulty it is very easy to win races and you take way less damage from enemies. In the regular difficulty you can get 2 or 3 shot and spend a lot of time on some races. It is up to how you feel like enjoying this game.
Combat System – How fights feel, variety of moves, enemy behavior.
I will divide the combat system based on the vehicles:
On Foot you might notice someone committing a crime. Your response will vary depending on the severity of the crime, allowing you to use no force if the perp surrenders, Restraining force if they try to run away from you, Detaining force if they grab a melee weapon or become somehow dangerous and Lethal force if they are shooting or using knives or swords. Each of this states ask for a different response from you, being interacting with the perp, chasing and catching or killing them. You have a weapon wheel and a regular roster of weapons, including shotguns, AR's, pistols, smg's, a baton and a Taser Gun. aiming the gun is weirdly unique, but it is quick to get used to.
In a car the same states apply. Some people are speeding, and littering or with invalid license plates, so you will beep twice your siren to pull them over and investigate. Some cars will go into fleeing mode, starting a chase. During the chase, if you keep close to the other car you will accumulate Support tokens, that allow you to call reinforcements, spike traps (basically useless as the perp can almost drive normally with all four flats) and road blocks (you can do this in any vehicle type and and foot too). If the vehicle is shooting at you, your officer partner can shoot back at them. When you manage to trap them you can remove them from the car and do the regular arresting routine. you can also commandeer civilian vehicles and conduct the arrests using them.
In the Heli you are basically air support, as you can't directly interfere with the crimes happening on ground level. You can only find crime and assist the chases by shining the spotlight on the ground and calling the back up units, spikes, roadblocks etc.. The police on the ground will do the arresting and you will get XP for it (it is the worst way of getting xp by far)
I found this mechanics to be fun overall, I do think the AI renders some of this stuff kinda useless. Some polish would be appreciated.
Weapons, Gear & Abilities – Variety, upgrade systems, usefulness, uniqueness.
As I said you got a whole roster of Weapons that you unlock with level. The police vehicles also get unlocked by leveling up. if you run out of ammo you can grab more on the trunk of the patrol car, as well as change weapons.
When you rank you you get a skill point to use in a few skill trees that improve your stamina, health, combat and driving.
Overall I think there are some crucial upgrades and a bunch of stuff that you don't really see much difference. (though this could be different and make more difference in higher difficulties)
Level/Area/Mob Design – How environments are structured, exploration, layout creativity.
The map is a good size for the amount of content. There are two islands connected by a few bridges. The fences, curbs, bushes, trash are all basically weightless if you are driving. You can ram through them and they will barely give resistance. This makes it very fun to drive around every road and alley.
There are quite a lot of pedestrians and drivers and they can all potentially be criminals. If you crash on other vehicles or run over pedestrians there are no consequences, so go ham. The only time you will get punished is if you run over pedestrians WHILE chasing a suspect, or by using the incorrect amount of force.
The AI for the other cops is quite horrible at times. They set the spikes at the most stupid places and sometimes just get stuck and don't know how to get to a spot. They will almost never ram correctly into the criminal vehicles. All of this makes the Helicopter gameplay infuriating. Sometimes you will call tens of reinforcements and traps and they will miss everything, and all you can do is watch and pray that their AI brains work at least once.
You can fast travel through subway stations. They could TP you as soon as you go down the station, but you actually need to enter a station and wait for a train and enter a train car to start the tp process. This is quite nice for world building but this effort could maybe be used elsewhere. to be fair, though, you might never even use the fast travel, as it is very quick to travel all across the map.
Story & Narrative – Plot, characters, pacing, emotional impact.
Can't speak on it. The dialogue is mostly presented through those character PNGs with subtitles. I absolutely hate this style of presentation, so my brain tuned out and I skipped everything. Doesn't help that the characters look mega generic and that the voice acting is quite bad. Thank god there was a "Skip All" prompt on the dialogue.
Visuals & Art Style – Graphics quality, artistic direction, animations.
The graphics are ok, nothing spectacular but the game looks nice and very detailed. The artistic direction of the town in general is quite good, I quickly was able to become familiar with most neighborhoods and easily get by. There are a few very recognizable landmarks after playing for a few hours that make it easy to know where you are at al times.
The game really falls short on the dialogue scenes, as I mentioned. I think they would be better of by just using speech balloons on top of the heads of the characters in the 3D world, or even just assigning regular text boxes on the bottom of the screen with the name of the person speaking. The character 2D cutouts are abysmal and take you out of the atmosphere.
The menu's and HUD are quite lacking too.
Performance & Polish – Bugs, frame rate, loading times, overall smoothness.
The game mostly plays fine. But there are quite a few weird bugs like:
Cars spawning at the same time in the same place making them conjoined and glitchy.
AI just completely giving up in a way that can make you lose an arrest in the Helicopter. Once I got a lot officers to corner a perp on a car with a road block on a bridge. They piled onto themselves and the new ones were coming from the wrong side of the bridge. After 10 minutes of
👍 : 60 |
😃 : 1