
LA Cops
The 70s cop aesthetic is legitimately fun for about 90 minutes, then the broken partner AI and paper-thin level design start filing their own arrest report. Approach with calibrated expectations.
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Screenshots & Media

About LA Cops
I put LA Cops through its paces expecting a tactical isometric shooter with genuine decision-making depth, and what I got was a game that promises two-cop strategy and delivers one functioning officer dragging a liability around by the collar. The concept is genuinely appealing: pick two detectives from a roster of six, each with upgradeable stats across health, speed, clip size, and damage, then storm a succession of 1970s LA criminal hideouts armed with pistols, uzis, shotguns, assault rifles, or grenade launchers. On paper that reads like a compact action-tactics game with enough build variety to sustain several runs. On the ground floor of a dingy office block surrounded by trigger-happy gang members, it reads very differently. The core loop is closer to Hotline Miami than anything in a grand-strategy library. You work room by room through isometric layouts, using a lock-on targeting system and a camera you can rotate to peer around corners. The dual-officer mechanic is the headline feature: you can command your inactive partner to hold a position and cover a doorway while you push into the next room. In theory this creates a breaching rhythm that rewards patience. In practice, the partner AI is so unreliable it frequently functions as a second health bar rather than a second brain. Positioning him in a doorway produces results ranging from effective suppression to him shuffling sideways into your line of fire as you take a bullet. Enemy AI oscillates between the same two extremes: blissfully unresponsive to a gunshot three meters away, then instantly accurate through a half-open door from off-screen. Neither flavour of AI serves the tactical premise the game keeps insisting it has. There are eight main missions and five optional bonus stages, with each broken into sections totalling twenty chunks overall. Three difficulty tiers give the replay structure some scaffolding. Normal difficulty lets you treat this as a brisk run-and-gun, while the higher tiers demand genuine room-by-room discipline, and a nightmare mode strips the lock-on entirely for a one-hit brutality run. That difficulty range is probably the most interesting design decision in the whole package. Leaderboards per difficulty per stage give score-chasers a thin but real reason to revisit, and the XP upgrade loop, while shallow, does let you build one highly specced officer whose stats actually feel meaningful by the back half. The soundtrack, a thumping 70s rock selection, is better than it has any right to be and papers over a lot of visual minimalism. The problems stack up quickly past the halfway point. Level environments are almost entirely interior office corridors and stairwells with very little visual or mechanical variation. Objectives add wrinkles like destroying drug tables or reaching an exit, but the underlying geometry rarely changes the calculus. Loading screens interrupt the kind of rapid-retry rhythm that makes games like this tolerable. Mac players should also note that the game is not compatible with macOS Catalina or later, which functionally locks it to older hardware on that platform. There is no mod ecosystem, no co-op as shipped on PC, and no post-launch content that meaningfully expanded the game's skeleton. For a strategy enthusiast looking for AI depth, build variety, or systemic late-game complexity, LA Cops is not that game and never pretended very convincingly to be. Who is this for, then? Genuinely: anyone who finds the 70s cop-show aesthetic charming enough to carry a two-to-three hour campaign, does not mind that the partner system is more a burden than a resource, and wants something low-friction to clear achievements on a weekend afternoon. It scratches a specific itch in the way that a B-movie scratches a specific mood. Go in knowing the limitations, keep difficulty on Normal for the first pass, and treat the nightmare runs as the actual challenge mode the game quietly hides behind its mediocre tutorial. Diego, Scout Team
Tags
Steam Deck & Linux
Runs flawlessly on Linux out of the box. Based on 4 ProtonDB community reports.
System Requirements
Minimum
- OS
- Windows 7
- Memory
- 2 GB RAM
- Storage
- 2 GB available space
- Graphics
- NVIDIA GeForce 9500 GT or equivalent
- Processor
- i3 or equivalent
- Sound Card
- Windows Compatible Card
Recommended
- OS
- Windows 8
- Memory
- 4 GB RAM
- Storage
- 2 GB available space
- Graphics
- NVIDIA GeForce 9500 GT
- Processor
- i5 or equivalent
- Sound Card
- Windows Compatible Card
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Reviews & Ratings
Game Info
- Developer
- Modern Dream
- Publisher
- Team17 Digital Ltd
- Release Date
- Mar 13, 2015