Hands On: C.O.P.: The Recruit
One of the most technically striking DS games since Grand Theft Auto: Chinatown Wars, C.O.P.: The Recruit is, incidentally, pretty much a GTA game. And I mean that in the best way of life.
If you were frustrated by GTA: Chinatown Wars top-mastered television camera and throwback to the style of Grand Theft Autos of old, Ubisoft has a game for you. They won't advert names, but C.O.P.: The Recruit does for the DS what Chinatown Wars didn't: it delivers a replication of the modern 3D sandbox execute plot on a handheld.
C.O.P.'s got most of the genre: big open world loosely based connected a Bodoni font metropolis (New York, going by its genuine name here), cars and vehicles to jack (boats, no choppers or planes), and a mission-based gameplay structure that finds you doing everything from putt retired fires to shooting upbound mobsters.
The open world's really the leading of the show here: I didn't wander around a good deal, but it seemed adequately big (Ubisoft says they can't even squeeze in sui generis lines of code into the game anymore they've used so a lot memory), but more significantly passed by at a consistent 60 frames per second. Like Chinatown Wars, the spirited power not be much to look at in screens, merely when you see it in motion, you'll give birth a rough sledding believing your eyes.
Unequal the hooligans World Health Organization star in GTA games, in C.O.P. you play as an underground street racer WHO's been taken in by the cops and, you guessed IT, given the choice to either wear the badge or pass behind bars. Since you're playacting A a pick up (or C.O.P. rather), you have to be a good cat. There's no squirting over pedestrians here, since all of them are about as fast as The Ostentation when it comes to running out of your fashio. Bummer, but this is the Atomic number 110 kids.
Unselected Acts of the Apostles of violence might embody absent, just you get to mete out plenty of sweltering lead in the name of the law. In the first mission I played, I ended up in a firefight in a warehouse. Shooting is in the over-the-shoulder camera, Resident Evil 4 mode sol popular these years. You use the style to aim and image-tap surgery slay L trigger to fire. There's no lock-on and guns coif have recoil, but it's easy sufficient to take down bad guys and light up unstable barrels.
The side by side part of the mission had me trailing down close to lowlife, which led to a touch-screen based minigame where I had to use security cameras to find my target in a casino. Using the style to rotate and switch between multiple cameras, I tracked the guy down which, you guessed it, light-emitting diode to another firefight, which, successively, led to a literal firefight in which I had to douse some flames (once more using the stylus) that were lit up any intel.
Mission structure, then, is a lot like what you'd breakthrough in GTA, alternating between miscellaneous tasks and straight-up action. There won't be anything in the way of the social life sections of GTAIV, since Ubisoft says they're aim along keeping this handheld experience action-packed and exciting, like a handheld GTA-meets-24.
C.O.P. certainly impresses. Graphically, IT's hard to believe this is a DS game and beyond that, the gameplay's solid. The biggest problem I can reckon – beyond my worry that the missions will get monotonous and that the undisguised world will seem meaningless without much variety – is an abstract one: the game simply lacks much of an identity. The premise isn't compelling, the art in the cutscenes is generic cartoony fare, and for hardcore gamers it'll likely never transcend its status as a GTA clone, adept at IT equally it could be at that. But this is decidedly a game for a slightly younger audience, and kids/teens might get a kvetch out of it. Especially since they shouldn't be playing GTA anyway.
https://www.escapistmagazine.com/hands-on-c-o-p-the-recruit/
Source: https://www.escapistmagazine.com/hands-on-c-o-p-the-recruit/
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