My positive-minded side thought this was a good idea as the whole police tactics mojo is unique and potentially very interesting, while my negative minded one frowned upon the pitfalls in which the devs fell in with This is the Police 2. Given this, it is both puzzling and intriguing that Weappy Studios decided to focus precisely on the tactical combat. Both games had issues, notably the second one that had irritating difficulty spikes and a lackluster tactical combat part. While the first one was a barebones managerial effort, the second one flashed out the experience introducing tactical combat and continuing the narrative quality tradition with an intriguing story. Rebel Cops is a spin-off of another cops-based game saga, This is the Police, a pretty interesting take on the whole managerial/tactical genre in which you manage a Police Station in their everyday chores. This is the era of videogame abundance, but those two resources, money and time, are usually not that abundant in our lives. What I mean is: it’s the time to be thorough and understand exactly what makes a good tactical turn-based RPG, what are the key elements, so we can recognize the really good ones and don’t waste money and time on sub-par experiences. More of the same, when that same is nice, is probably always good, but each dev puts in his own formula and in the end the dish ends up tasting different. Clones and vaguely-inspired titles are popping up like crazy and more are on the horizon this is a good thing for us, the players, but it’s also a time where critics and analysis are needed the most. The main reason is probably connected to the huge success of the X-Com series that brought back some old school gameplay mixing it with modern UIs, good graphics and quality of life improvements. More than that, they are definitely a genre quickly on the rise, both in demand and in offer. Tactical turn-based RPGs are very fashionable today.
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