
A fresh take on top-down shooters with an emphasis on tactics that forces you to make split second decisions. Neutralize criminals, rescue civilians and defuse bombs in Single Player mode or Co-op. And remember - shooting first is not an option!
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About
Inspired by SWAT 4 and gritty police TV shows, Police Stories is a fresh take on top-down shooters with an emphasis on tactics that forces you to make split second decisions. Neutralize criminals, rescue civilians and defuse bombs in Single Player mode or Online Co-op. And remember - shooting first is not an option!
Unforgiving and tense, each mission tells a story of two police operatives - John Rimes and Rick Jones, filled with infiltrating gang hideouts, rescuing hostages, making arrests and other life-threatening situations.
The Surrender System allows you to apprehend the suspects without resorting to violence. Fire a warning shot near them or engage them in melee combat - those are just some of the ways you can make them submit.
Issue commands to your fellow cop Rick Jones. Make sure to use him wisely - and who knows, he might save your life in return.
Randomly placed criminals, hostages and evidence make every level run unique. The placement changes every time you restart, leading to new interesting situations and opportunities.
As a law enforcement officer, you will have access to end-of-the-line police equipment, such as under-the-door cameras, door blast charges and many others.
Various types of lawbreakers, from small petty criminals to well organised gangs and terrorists. Each type has not only unique weapons, but different behaviour and shooting skill.
Complex Tactical Gameplay: Try not to get spotted, don't waste bullets, regularly check your surroundings and make sure to take criminals down quietly.
All your actions are scored in real time. Playing aggressively won't get you a high enough result to start the next mission - so keep that in mind!
Co-op. Complete mission together for better scores and more fun!
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Japanese, Korean, Russian, Simplified Chinese, Portuguese - Brazil, Polish, Spanish - Latin America*languages with full audio support
Engagement
Hours played at review time, across 53 reviews with recorded playtime.
Reviews
Themes across 52 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
垃圾游戏,警告持枪歹徒,对方听到警告就跑,击毙显示滥用武力。见到持霰弹枪歹徒,警告,对面给你一枪送走。不警告,击毙显示滥用武力。哈哈哈哈哈哈,
Very short, but it's pretty fun, really feels like hotline miami, but kinda need to be more careful, and what not. However I kinda breezed through it with just running into a room and melee hitting an enemy(or civilian these hands do not discriminate) And they immedietly surrender , I tie them up and dash towards the next room. Story-wise it was alright nothing too crazy, kinda dissapointed with the ending, but it ain't that bad. Very short though. 7/10
[h1][b] TLDR: A tactical cop game with a fun premise undermined by laser accurate enemies, a braindead AI partner, and a brutal early difficulty curve that punishes new players relentlessly. [/b] [/h1] [h1]PROS: [/h1] ➕Steam Workshop integration ➕Create your own missions and publish on Workshop [h1]CONS: [/h1] ➖Atrocious partner AI ➖Unbalanced enemies - Insane accuracy/reaction time/durability ➖Standard difficulty is too hard [h1] [b] Content (Game world/Narrative) – [5/10] [/b] [/h1] The game world takes place in various locations, but they generally look the same: square rooms. Sometimes they have different assets and setups, but that’s pretty much the entire game. It’s also very restrictive in exploration - you cannot venture outside the bounds or where you should be due to invisible walls, you’re completely bound to the square room setups. There is a narrative, and I found it okay, though it was super obvious. It’s a typical good cop/bad cop story of corruption. [h1][b] Gameplay (Mechanics/Difficulty) – [4/10] [/b] [/h1] The gameplay loop consists of stopping suspects and disarming bombs. It’s similar in a way to Hotline Miami how you dispatch enemies, but the similarities quickly end there in favor of more tactical gameplay here. You unlock a variety of weapons and gear, such as shotguns and sensor grenades, respectively. You often have a split second to react to a suspect to decide if you need to shoot or if they are surrendering, as you get more points for capturing suspects rather than killing them. I played and Standard difficulty and found it a bit too hard at the start. Enemies have near perfect accuracy with such quick reaction time. It doesn’t help that your AI partner is either dumb as bricks or as strong as the Hulk, with little in-between. Once I unlocked better weapons and gear, things became easier, but it still wasn’t uncommon to constantly have to retry levels upwards of a dozen times, as opposed to 20+ times before. So yeah, enemies on Standard could definitely use a nerf. [h1] [b] Graphics (Quality/Technical) – [6/10] [/b] [/h1] Okay, it’s pixelated-style, I’d say around PS1-era, but it does look good. Everything is easy to make out and the “Cutscenes” have good art style. Technical side, the game ran well, not a lot of graphical options though. On the controls, I didn’t like how “E” was both the interact and yell button. I would often be trying to open doors and accidentally shouting “GET DOWN!”, but this didn’t bother me enough to try to rebind (I think you can?). I did encounter many bugs, nothing game breaking though. I had times when my partner and enemies would go through walls. Doors opening can be annoying and can “warp” characters a small distance. Enemies under the condition of flashing can get an animation bug, causing it to be hard to tell if they are surrendering or aiming a weapon. 1440p @ 240hz | installed on SSD [h1] [b] Audio – [5/10] [/b] [/h1] Audio seemed okay, nothing really noteworthy here. Sound effects are fine. Not a lot of voice acting, just a few lines that the police yell. [h1] [b] Replay Factor (Longevity) – [4/10] [/b] [/h1] There’s some okay replay value. You can redo levels with different equipment setup to try to get a better score, and there’s co-op to try it with a real person instead of your dumb AI companion. There’s also the Steam Workshop where you can make your own levels and upload them and try others levels (of course the American levels consist of school shootings lol…). It does lack an online component which would help - having leaderboards for score would be cool. Or online play, I think you can only play with a friend via code, not search for lobbies. [h1] [b] Final Verdict – [5/10] [/b] [/h1] Police Stories (PS) is an interesting title, though admittedly I almost retired it in the beginning. When you start out on Standard, the difficulty can be so overwhelming that you’ll get frustrated constantly getting to the last enemy and them 1-shotting you with a shotgun faster than you can blink, then redoing the level over. Put that on repeat a dozen times and that was pretty much my experience for the first hour or two of PS. Thankfully, it does get better after you unlock some gear and get more options available to you, but is it worth it? Ehh, kinda. I enjoyed it enough to finish the game, but the beginning difficulty really soured the experience. The game should really be rebalanced to where the enemies' accuracy at the end is unchanged, and the beginning maybe make it like -30% accuracy. The price is too high without a sale. There’s a severe lack of longevity beyond the ~6 hours it takes for the main story. Despite all of this, I enjoyed it enough to finish it. It’s smack in the middle of a recommend for me, but I’ll go with a yes in the end, the $4 price tag is enough to justify the fun I had with the game. Otherwise, I’d probably say skip and just play Hotline Miami instead. [h1] [b] Recommend? (Price) [Y/N] [/b] [/h1] [h1]Yes[/h1] $20? No way, José. I completed the game and all side content within 7 hours. $20 is way too much. $4 on sale is ideal, but I’d say this is worth around $10 if you make use of co-op and Workshop. You can find my curator page here: https://steamcommunity.com/groups/Synik_GR
[h2]Nota Geral | Overall Rating[/h2] ⭐⭐⭐ [b]Police Stories tem uma premissa interessante, um tático top-down inspirado em SWAT, com decisões rápidas que definem se você sai da missão vivo ou não, mas a execução fica devendo em vários pontos. É o tipo de jogo que funciona bem em doses curtas, mas que revela suas limitações rapidamente quando você percebe que o conteúdo não acompanha o conceito. Um jogo honesto sobre o que se propõe a ser, mas que fica longe de explorar todo o potencial da fórmula que escolheu.[/b] [i]Police Stories has an interesting premise, a top-down tactical shooter inspired by SWAT, with quick decisions that determine whether you leave the mission alive or not, but the execution falls short in several areas. It's the kind of game that works well in short doses, but quickly reveals its limitations once you realize the content doesn't keep up with the concept. An honest game about what it sets out to be, but one that falls short of exploring the full potential of the formula it chose.[/i] [h2]Jogabilidade | Gameplay[/h2] ⭐⭐⭐ [b]O conceito de decisões rápidas, atirar ou não atirar em uma fração de segundo, funciona bem nos primeiros momentos e cria uma tensão real em cada porta que você abre. O sistema de comandar seu parceiro de IA para arrombar portas, jogar granadas de choque e cobrir ângulos tem potencial tático interessante. O problema é que a variedade de situações se esgota rápido, os mesmos tipos de encontro se repetem de missão em missão sem grandes variações, e a inteligência artificial tanto dos inimigos quanto do seu parceiro é inconsistente, às vezes reagindo de forma esperta, às vezes tomando decisões sem sentido que quebram a imersão tática que o jogo tenta construir.[/b] [i]The concept of split-second decisions, shoot or don't shoot, works well in the early moments and creates real tension at every door you open. The system of commanding your AI partner to breach doors, throw flashbangs, and cover angles has interesting tactical potential. The problem is that the variety of situations runs out quickly, the same types of encounters repeat from mission to mission without much variation, and the AI, both enemies and your partner, is inconsistent, sometimes reacting smartly, sometimes making decisions that make no sense and break the tactical immersion the game tries to build.[/i] [h2]Duração | Duration[/h2] ⭐⭐ [b]Esse é o maior problema do jogo. A campanha é curta demais para o preço e para o conceito que propõe, e não existe conteúdo suficiente para justificar sessões longas. Não há um sistema de progressão robusto nem missões geradas proceduralmente que dessem mais vida útil ao jogo, então depois de terminar a campanha principal a vontade de voltar é praticamente nula, mesmo para quem gostou da proposta inicial.[/b] [i]This is the game's biggest problem. The campaign is too short for its price and for the concept it proposes, and there isn't enough content to justify long sessions. There's no robust progression system or procedurally generated missions to extend the game's shelf life, so after finishing the main campaign, the urge to come back is practically nonexistent, even for those who liked the initial premise.[/i] [h2]Enredo | Story[/h2] ⭐⭐⭐ [b]O enredo é funcional, seguindo a rotina de um policial da SWAT lidando com diferentes ocorrências, sequestros, invasões domiciliares, tráfico, mas nunca tenta ser mais do que um pretexto para justificar as missões. Não há desenvolvimento de personagem significativo nem reviravoltas memoráveis, é uma narrativa episódica que serve seu propósito sem deixar impacto duradouro.[/b] [i]The plot is functional, following the routine of a SWAT officer dealing with different incidents, hostage situations, home invasions, trafficking, but it never tries to be more than a pretext to justify the missions. There's no meaningful character development or memorable twists, it's an episodic narrative that serves its purpose without leaving a lasting impact.[/i] [h2]Visual[/h2] ⭐⭐⭐ [b]Visualmente o jogo é competente, mas nada memorável. A perspectiva top-down cumpre bem seu papel funcional para as decisões táticas, e os ambientes internos das missões têm um design razoável, mas genérico. Não há nada aqui que se destaque tecnicamente ou artisticamente, é um visual que passa despercebido.[/b] [i]Visually the game is competent, but nothing memorable. The top-down perspective serves its functional role well for tactical decisions, and the indoor mission environments have a reasonable but generic design. There's nothing here that stands out technically or artistically, it's a visual that goes unnoticed.[/i] [h2]Audio[/h2] ⭐⭐ [b]O áudio é a parte mais fraca do pacote. Os efeitos sonoros de tiros e comandos são funcionais, mas genéricos, e a trilha sonora praticamente não existe, o que tira parte da tensão que o jogo tenta construir em momentos críticos. É uma área que claramente recebeu menos atenção durante o desenvolvimento.[/b] [i]The audio is the weakest part of the package. The gunshot and command sound effects are functional but generic, and the soundtrack is practically nonexistent, which takes away some of the tension the game tries to build in critical moments. It's an area that clearly received less attention during development.[/i]
На удивление, микро Ready or not играется и чувствуется неплохо. Франкенштейн на основе SWAT4 и Hotline Miami играется вкусно и аркадно. Единственная претензия - термин "Неоправданное насилие" по отношению к бегущему на тебя с ножом/пистолетом ТёМнОгО персонажа - НЕ ОПРАВДАН. Не смотря на то, что на сюжет по большому P o x u i, геймплей радует.
Прикольная смесь Hotline Miami и Ready or Not
After many hours of playing I have decided that it's worth it. Though, the ai can be annoying sometimes it's a relatively good game to pass the time with. Intresting story to. Overall I can't wait for the 2nd game, already looks better than this!
с другом поиграть - прикольно. но местами душно. в отличии от хотлайн майами тут очень сильно подкручены нпс врага
If you want a co-op game that focuses on communication and working together, this would work for you. [b] Contains major story spoilers. [/b] Police Stories is a flawed game, but I still had a genuinely good time playing through the main campaign with my friend. Its handmade pixel-art presentation, grim city atmosphere and slower, more restrained take on top-down shooting make it feel refreshing. It seems to take influence from Hotline Miami and also reminded me of older cinematic games such as Policenauts. [b] WHAT WORKS [/b] Art direction The pixel art is stylish and gives the game a proper identity at a time when so many games chase realism. The illustrated backgrounds used during conversations are especially nice. They give you something atmospheric to look at while reading and help sell the seedy city setting. Story and atmosphere John and Rick have an enjoyable buddy-cop dynamic. One is more serious and guarded, while the other is more carefree and witty, and their relationship gives the campaign some warmth. [spoiler] The mole storyline is also foreshadowed fairly well. I suspected the chief early on, his behaviour remained consistent: he repeatedly redirected investigations, blocked useful leads and acted against the department’s apparent interests. The reveal was predictable, but it felt earned rather than random.[/spoiler] Co-op gameplay At its best, the game makes both players communicate, cover different angles and think before entering a room. The early maps in particular have tight corridors, awkward sightlines and several directions from which suspects can appear. The mechanic where an apparent civilian may secretly be armed is also a good idea, since it stops you from treating everyone as automatically safe. [b] WHAT DOESN’T WORK [/b] Story [spoiler] The story has a much stronger setup than payoff. Early on, it introduces a drug capable of influencing or controlling people, which seemed like it would become important, but it is barely addressed again. If it was meant to explain later events, the connection was far too vague. The final conspiracy is similarly rushed. The chief’s idea of controlling crime by working with criminals could have been interesting, but the purpose of the bombings, the funding angle and the FBI’s involvement are explained so poorly that the ending feels muddled rather than mysterious. The game suddenly tries to suggest that the corruption reaches much further than the precinct, but this was not seeded enough throughout the campaign. There is a mission that introduces three visually distinctive terrorists in a cutscene as though they will become important threats. Once the mission starts, they either disappear or are so mechanically ordinary that we did not even recognise them. It is another setup without a satisfying payoff. [/spoiler] Balance and level design Despite the game claiming that missions become harder, the difficulty curve felt backwards. Some of this was obviously us improving, but the equipment progression also breaks the balance. The early missions penalise unjustified lethal force while giving you few reliable non-lethal options. Suspects often ignore commands, yet the window in which shooting them becomes acceptable can feel absurdly narrow. Shoot before they fully attack and you lose points. Wait too long and they shoot you, kill you, or cost you points for an injured officer. Instead of rewarding judgement, it can feel like trial and error around an invisible timing check. Later, the stun gun, pepper spray and device that reveals people through walls become an overwhelmingly effective loadout. Once we had those, there was little reason to change equipment or adapt our approach. The levels never became complex enough to compensate for the player’s growing arsenal. This is made worse by the later map design. The early levels felt more deliberate, with dangerous corridors and opportunities to be flanked. Several of the final missions, including the mansion, are larger but tactically simpler. The finale should be the game’s most demanding test, yet it was one of the easiest parts. Controls and polish The context-sensitive controls are unreliable. On keyboard, E is used for commands, doors, evidence and other interactions, so the game often misreads what you are trying to do. Doors can remain unresponsive even while highlighted, which is especially frustrating when a failed breach can ruin an otherwise clean attempt. They also occasionally clip into walls. Hit detection can be inconsistent too. I've had times where bullets and stun-gun shots visibly pass through enemies without registering, this tends to happen at longer ranges. The lack of NPC variety also hurts both immersion and gameplay. The same civilians and suspects appear in locations as different as a laundromat, hospital, strip club and mansion. By the end, I was identifying people mainly by sprite colour rather than who they were or whether they belonged in the environment. More context-specific civilians and enemies would also have made the disguised-suspect mechanic much stronger. Think like, a maid or butler in the mansion level, they could be confused as a criminal upon first glance because of their attire. OVERALL Police Stories has a lot of good ideas and a strong identity, but it often feels as though those ideas needed another layer of balancing and polish. The story promises more than it delivers, the difficulty decreases as your equipment improves, and unreliable interactions can undermine a game that otherwise expects precision from the player. Still, I recommend it. The atmosphere is great, the art direction is memorable, and working through rooms together in co-op was genuinely fun. I just hope the sequel builds on the good foundation while giving its story, levels and tactical systems the depth they were clearly capable of. *edit spoilers
[b]Introduction :[/b] Développé par Mighty Morgan et édité par HypeTrain Digital, Police Stories est sorti en septembre 2019. Ce top-down shooter tactique vous met dans la peau des agents John Rimes et Rick Jones, envoyés désamorcer prises d'otages, alertes à la bombe et descentes musclées. Un mélange entre le nerf d'Hotline Miami et la rigueur d'un SWAT, où la gâchette facile est punie sans pitié. [b]Ce que j'ai aimé :[/b] [list] [*]🚔 Un gameplay authentiquement tactique : il faut sécuriser les pièces, sommer les suspects de se rendre et n'ouvrir le feu qu'en dernier recours, ce qui change radicalement du tout-venant du genre [*]🎯 Une exigence qui récompense la réflexion : chaque mission demande de repérer les angles, gérer les otages et avancer prudemment plutôt que de foncer [*]🤝 Un mode coopératif à deux excellent, qui transforme chaque intervention en vraie coordination entre coéquipiers [*]📈 Un système de notation qui pousse à mieux faire : neutraliser sans tuer, protéger les civils et respecter la procédure rapporte des points et invite à recommencer les niveaux [*]🎨 Une réalisation pixel-art soignée et une ambiance sonore tendue qui collent parfaitement au sujet [/list] [b]Ce que j'ai moins aimé :[/b] [list] [*]🤖 L'IA du coéquipier en solo est capricieuse : tantôt redoutablement efficace, tantôt plantée sans réagir alors qu'elle se fait canarder [*]😤 Des pics de frustration quand les ennemis vous tirent dessus depuis hors champ, sans qu'on puisse les anticiper [*]⏱️ Une durée de vie assez courte en solo, le jeu prenant surtout toute sa dimension à deux [/list] [b]Conclusion :[/b] Police Stories est un petit bijou pour qui aime réfléchir avant d'appuyer sur la détente. Ce n'est clairement pas un jeu de bourrin : ceux qui veulent mitrailler à tout va passeront leur chemin, mais les amateurs de tactique y trouveront un défi exigeant et gratifiant. Prenez-le de préférence à deux, c'est là qu'il brille vraiment. Une belle surprise indé que je recommande sans hésiter. [b]Note :[/b] ★★★★☆
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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