There is a new mechanic in Rebel Cops that I’ve not seen elsewhere - if your cops step into the line of fire or anywhere that they might get spotted, the other officers will chirp on their mic and warn that officer to stop in their tracks. Killing a suspect leaves their corpse in plain view for others to see (though you can spend a point and some mobility to move the body), but arresting a suspect makes them disappear from the field. You can also move at a normal pace, or sprint using both actions points. Each cop gets to take two actions per turn, and based on their equipment those actions can be shouting at a perp to get them to put their hands up, whacking them with a billy club, slapping on the cuffs, stunning them with a taser, throwing teargas or grenades, or slinging hot lead. When I do knuckle down and play the game the way the developers likely intended, it works very much like other isometric tactical turn-based strategy titles. Who you send, and how tired the are, makes a massive difference. Sure, my reputation took a bit of a hit, but as long as I kept a reasonable amount of these folks in handcuffs, the public didn’t seem to mind the dead ones. Put simply, once I realized this, it took some of the tactical bite out of the game, and I found myself setting up kill funnels instead of sneaking around for clean arrests. There is a reputation system that affects whether or not a local vet will stitch you up, or might offer you up some level of discount for things you buy from the black market, but unless there is a specific objective to not kill people, the only thing slowing you down is ammo. While all of what I just described are XP-yielding good options, there is little to no penalty (beyond slightly less XP) for blowing a hole in your enemies a mile wide. They are the ones that can get a suspect to surrender, cuff them, and remove them as a threat peacefully. The best cops are the ones that don’t have to drop the hammer in the field. Being completely honest, however, it’s this whiz-bang start that broke the pacing for me. The idea of carefully deconstructing the criminal enterprise slowly and methodically is thrown out the window as you are thrust almost immediately into a shootout while taking over a train - not exactly the quiet and tactical slow roll towards justice I might have expected. You can download Exhausted Man's Next Fest demo from Steam.Įxhausted Man is made by Chinese indie studio Candleman Games, who previously released a platformer Alice Bee quite liked, Candleman.The storyline for Rebel Cops is enough to spur you on your way through the roughly 15 hours or so (depending on difficulty levels and if you re-run levels for a better outcome) the game presents. The image of this slugman doing donuts on a wall with his limbs twisting around his body is very funny to me. I enjoyed it (aside from occasional bugs where objectives weren't listed correctly). Move this object somewhere, adjust your body that particular way, the usual sorts of things that are difficult to accomplish when you are a terrible slug of a man. Within this familiar framework of a wacky physics game, we have to perform tasks. Which makes it great when he hits a wall and OH he slides right on up the wall, and soon is slithering across the wall, and spinning his floppy body into a twirl. Get him started and he'll continue sliding onwards until told otherwise, presumably too tired to think about stopping. So this prone man must somehow slither and slide around, propelling himself by bumping his bum up and down. Here we are, slumped on the floor, an exhausted man.
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