
Police Shootout
Eleven missions, a stun gun you have to earn, and a cover system color-coded by effectiveness - this budget cop game hides genuine tactical ideas behind rough edges.
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About Police Shootout
My spreadsheet instincts lit up the moment I saw 'turn-based FPS' in the genre list - that combination should not work, and yet Police Shootout spends most of its short runtime proving it mostly does. You step into the boots of Officer Scott Price, a transfer to the small, crime-riddled city of San Adrino who is quietly chasing a personal lead alongside routine patrol calls. The setup is thin, but the loop underneath it is more considered than the title suggests. The core decision tree is actually the most interesting thing here. Each of the eleven missions asks you to gather evidence first - talking to witnesses, scanning the environment, checking in with dispatch via radio - before you ever touch your pistol. That groundwork matters because it unlocks the interrogation card system: present the right evidence cards to a suspect and you can talk them into cuffs without firing a shot. Get it wrong or skip the legwork, and you are falling back on the pistol, shotgun, stun gun, or baton. The stun gun is notably locked behind progression, which gives the early missions a narrower feel but makes unlocking non-lethal options feel earned. Skills level up across three tracks - combat, negotiation, and stealth - and the split is meaningful enough that two playthroughs with different priorities would genuinely feel different, even if the missions themselves stay identical. The shootout mechanic is the quirky centrepiece. When a standoff goes loud, the game shifts into a turn-based mode where you spend action points on movement, repositioning into cover, and aiming via a wobbly crosshair that demands timing rather than raw accuracy. Cover is colour-coded by effectiveness from four angles, which is the kind of information design I actively appreciate. Shootouts are brief - usually two or three turns - and a checkpoint fires automatically before each one, so the penalty for failure is low. XCOM this is not, but players who enjoy that genre's pacing will find the rhythm familiar and the lower stakes refreshing for a shorter session. Where the game struggles is everywhere outside the core loop. Eleven missions reuse a limited set of locations - the same supermarket, garage, and motel appearing twice each - and the total runtime lands around three hours if you are not replaying for cleaner scores. The narrative barely registers: dialogue delivery is flat, some character models and voices are visibly mismatched, and the bugs reviewers flagged at PC launch appear to have survived the console ports without meaningful patching. There is no sandbox mode, no difficulty slider, and no mod support to speak of, which caps the replay ceiling hard. The interrogation card system also tends to follow a predictable pattern once you recognise it, turning what should be the game's cleverest mechanic into a card-matching exercise rather than a genuine deduction challenge. For the asking price - and this sits firmly at the budget end - Police Shootout is a reasonable curiosity for anyone who wants a compact tactical experience with a police theme. Approach it like a short tactics anthology rather than a police simulator and the rough edges sting less. Approach it expecting the depth of a Serpico simulator and you will clock out after the first shift feeling underpaid. Diego, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7 64 Bit / Windows 8 64 Bit / Windows 10 64 Bit
- Memory
- 8 GB RAM
- DirectX
- Version 11
- Storage
- 9 GB available space
- Graphics
- 1050 Ti
- Processor
- Intel Core i3 3.0 GHz
Recommended
- OS
- Windows 7 64 Bit / Windows 8 64 Bit / Windows 10 64 Bit
- Memory
- 8 GB RAM
- DirectX
- Version 11
- Storage
- 12 GB available space
- Graphics
- GTX 1060
- Processor
- Intel Core i5 3.4 GHz
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Game Info
- Developer
- Games Incubator
- Publisher
- Games Incubator
- Release Date
- Jun 1, 2022




