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* ActionisedSequel: The game does away with management aspect of its predecessors and is much lighter on the narrative, focusing solely on turn-based tactical missions.


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* GaidenGame: The game is presented as a spin-off of the series rather than a full-fledged sequel.


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* TheMafiya: Viktor Zuev is a russian mobster who took over an american town of Ripton.
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* DefectorFromDecadance: Your band of rogue cops are these, having resigned from their police department after it was taken over by a mob.

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* DefectorFromDecadance: DefectorFromDecadence: Your band of rogue cops are these, having resigned from their police department after it was effectively taken over by a mob.

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* AcceptableBreaksFromReality: Bodies of arrested criminals go poof into thin air instead of remaining on the ground to be spotted or needing to be escorted or carried away by your officers. Makes no sense from the position of physics and realism, justified from the game design perspective as it encourages you to try and take criminals alive as a cop should instead of gunning people down left and right like a maniac.



* DefectorFromDecadance: Your band of rogue cops are these, having resigned from their police department after it was taken over by a mob.



* OptionalStealth: Since ammunition and supplies are fairly scarce and you can't just scavenge more from Zuev's {{Mook}}s, stealth, combined with non lethal takedowns and arrests, is highly recommended. Getting spotted doesn't necessarily alert the entire map, just those within a certain range.


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* OptionalStealth: Since ammunition and supplies are fairly scarce and you can't just scavenge more from Zuev's {{Mook}}s, stealth, combined with non lethal takedowns and arrests, is highly recommended. Getting spotted doesn't necessarily alert the entire map, just those within a certain range.


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* UnusableEnemyEquipment: Despite your very thin and limited supplies an idea of looting enemies for weapons and ammo seemingly does not occur to your cops.
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* BolivianArmyEnding: [[spoiler: The game fades to black as Jack Boyd orders his deputies to fire on the Rebel Cops, so we don't see their deaths onscreen. Although, given the dark credits music and the change of title screen, it's highly unlikely anyone survived.]]

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* BolivianArmyEnding: [[spoiler: The game fades to black as Jack Boyd orders his deputies to fire on the Rebel Cops, so we don't see their deaths onscreen. Although, given the dark credits music and the change of title screen, coupled with how dark the previous two games are, it's highly unlikely anyone survived.]]
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* BolivianArmyEnding: [[spoiler: The game fades to black as Jack Boyd orders his deputies to fire on the Rebel Cops, so we don't see their deaths onscreen. Although, given the dark credits music and the change of title screen, it's highly unlikely anyone survived.]]
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* AntiFrustrationFeatures: The Buddy System can save you running your officers headlong into danger provided you have another officer nearby. If an enemy is not visible, they can be spotted by another officer and the move can be cancelled. The officer who gives the warning gains a small amount of experience for it, too.
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* TapOnTheHead: Downplayed. Striking a perp with a baton will not actually knock them out entirely, just stun them for two turns. Same goes for the tazer, which will do the same at range for four turns.

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* TapOnTheHead: Downplayed. Striking a perp with a baton will not actually knock them out entirely, just stun them for two turns. Same goes for the tazer, which will do the same at range for four turns.turns.
* YouHaveOutlivedYourUsefulness: [[spoiler: After assisting them in capturing Zuev, Jack Boyd turns on the Rebel Cops by wiping them and Zuev out after they've done all the work.]]

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* ShoutOut: Wounding twenty perps in the leg nets the player the [[Film/Terminator2JudgmentDay T-800]] achievement.

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* ShoutOut: ShoutOut:
**
Wounding twenty perps in the leg nets the player the [[Film/Terminator2JudgmentDay T-800]] achievement.achievement.
** The icon for the "Justice Machine" achievement is ''Franchise/RoboCop''.
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* SubsystemDamage: Shooting someone in the arm will disable their ability to shoot and will, untreated, result in their death in six turns. Shooting them in the leg will render them unable to move and also cause them to bleed out in six turns. A body shot will bring someone down entirely and cause them to bleed out in three turns. Finally, a head shot is an InstantDeathBullet. Of course, armour can mitigate this.

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* SubsystemDamage: Shooting someone in the arm will disable their ability to shoot and will, untreated, result in their death in six turns. Shooting them in the leg will render them unable to move and also cause them to bleed out in six turns. A body shot will bring someone down entirely and cause them to bleed out in three turns. Finally, a head shot is an InstantDeathBullet. Of course, armour can mitigate this.this.
* TapOnTheHead: Downplayed. Striking a perp with a baton will not actually knock them out entirely, just stun them for two turns. Same goes for the tazer, which will do the same at range for four turns.

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* DirtyCop: Most of Ripton's police force has gone over to Zuev's side at the beginning of the game. They turn up as EliteMooks in the final mission. [[VideoGame/ThisIsThePolice2 Sharpwood's police force]] turns up in one mission fighting Zuev's goons [[spoiler: and again in the ending to wipe out the Rebel Cops and Zuev.]]



* EliteMooks: Heavies are harder to take down non-lethally. The chances of holdup or capturer working on them is greatly reduced and it takes two hits with a baton or tazer to pacify them. Fortunately, they're just as susceptible to gunshot wounds as anyone else.

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* EliteMooks: EliteMooks:
**
Heavies are harder to take down non-lethally. The chances of holdup or capturer working on them is greatly reduced and it takes two hits with a baton or tazer to pacify them. Fortunately, they're just as susceptible to gunshot wounds as anyone else.
** Ripton's police force (the ones that went to work for Zuev) are armed with assault rifles that are unique to them.
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* DownerEnding: After the assault on Zuev's mansion resulting in Zuev being taken into custody, [[spoiler: Jack Boyd betrays the Rebel Cops by wiping them out while they take Zuev to Sharpwood.]]
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* ShortRangeShotgun: Shotguns have the shortest range of any weapon.
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* ShoutOut: Wounding twenty perps in the leg nets the player the [[Film/Terminator2JudgmentDay T-800]] achievement.
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* StealthRun: Can be done on most missions, but a couple of levels involve unavoidable shootouts.
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* GunAccessories: Slapping a scope on a rifle increases its range, while putting a HollywoodSilencer on a pistol will make it silent.


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* LimitedLoadout: Officers can carry one pistol and one longarm as well as up to six (with the backpack upgrade) supplementary items.
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* CounterAttack: One of the perks allows an officer who has been fired on to return fire, provided the officer wasn't wounded.


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* OneHitpointWonder: Getting shot at all will cause any of your officers, if not wearing armour, to die if not patched up with a medical kit in time. How quickly they'll bleed out depends on where they're hit. Fortunately, this also applies to enemies, including [[TheBrute Heavies]] ; They might be [[EliteMooks bigger and tougher]] than regular {{Mook}}s, but a bullet will put them down all the same.
* PacifistRun: For the most part viable and practically encouraged by the gameplay mechanics. Arresting perps nets more experience points for your officers than simply shooting them, especially if you can pacify and arrest a Heavy. Ammunition is scarce enough, especially in the early game, that you'll want to conserve it for when it's really needed.
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* ArmsDealer: Since your cops are essentially gone rogue, you have to outfit them out of your own pocket using donations given by townsfolk and money earned by selling scavenged loot on the black market. Said black market can be used to buy weapons and equipment.


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* RevolversAreJustBetter: Averted. The [=9mm=] is superior to the revolver in every way, barring price and availability of ammunition.
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* AnyoneCanDie: Anyone who's even vaguely familiar with the ''Franchise/XCom'' style of game knows that this is a given, especially in one where one bullet is [[OneHitpointWonder enough to finish off anybody]].

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* AnyoneCanDie: Anyone who's even vaguely familiar with the ''Franchise/XCom'' ''VideoGame/XCom'' style of game knows that this is a given, especially in one where one bullet is [[OneHitpointWonder enough to finish off anybody]].
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* AnyoneCanDie: Anyone who's even vaguely familiar with the ''Franchise/XCom'' style of game knows that this is a given, especially in one where one bullet is [[OneHitpointWonder enough to finish off anybody]].

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* CowboyCop: The Rebel Cops are a cross between this and VigilanteMan. They have been forced to operate outside the system, since it's been taken over by the mob.



* EnemyCivilWar: The Rebel Cops get caught up in a shootout between Zuev's mob and [[DirtyCop the Sharpwood police department]]. Afterwards, [[VideoGame/ThisIsThePolice2 Warren Nash]] [[spoiler: (aka [[VideoGame/ThisIsThePolice Jack Boyd]])]] sends them an apology and aid, [[spoiler: though this turns out to be for his own ends.]]



* SkillScoresAndPerks: The game's RPGElements have three stats for officers; Strength, Shooting, and Speed. Strength allows an officer to move better while carrying weight, Shooting determines accuracy with firearms, and Speed allows greater movement range per turn. Every level, the officer gets to choose a perk, such as "Capturer", which allows long distance arrests, or "Lucky Shot", which lets the officee fire again if they missed a shot.

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* SkillScoresAndPerks: The game's RPGElements have three stats for officers; Strength, Shooting, and Speed. Strength allows an officer to move better while carrying weight, Shooting determines accuracy with firearms, and Speed allows greater movement range per turn. Every level, the officer gets to choose a perk, such as "Capturer", which allows long distance arrests, or "Lucky Shot", which lets the officee officer fire again if they missed a shot.
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* GameBreakingInjury: After the tutorial mission, your original sniper gets set upon by Zuev's {{Mook}}s and break his fingers, rendering him unable to use a rifle and convincing him to leave town.

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* GameBreakingInjury: After the tutorial mission, your original sniper gets set upon by Zuev's {{Mook}}s and {{Mook}}s, who break his fingers, rendering him unable to use a rifle and convincing him to leave town.
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* IAmNotMyFather: Duvall Jr. makes it clear that the only thing he has in common with his father, who was a DirtyCop in ''VideoGame/ThisIsThePolice2'' is his ability with a rifle.

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* IAmNotMyFather: Duvall Jr. makes it clear that the only thing he has in common with his father, who was a DirtyCop in ''VideoGame/ThisIsThePolice2'' ''VideoGame/ThisIsThePolice2'', is his ability with a rifle.
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* SadisticChoice: Zuev captures two of your officers at one point and it's only possible to save one of them.
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* SaveScumming: Only possible on the easiest difficulty. Normal only gives three saves and hard allows none.
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* SkillScoresAndPerks: The game's RPGElements have three stats for officers; Strength, Shooting, and Speed. Strength allows an officer to move better while carrying weight, Shooting determines accuracy with firearms, and Speed allows greater movement range per turn. Every level, the officer gets to choose a perk, such as "Capturer", which allows long distance arrests, or "Lucky Shot", which lets the officee fire again if they missed a shot.
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* PunchPackingPistol: The [=9mm=] pistol is the most versatile firearm of the four available. It comes with a nine round magazine, has greater range than the shotgun and revolver, and can be fitted with a suppressor for silent kills.

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* PunchPackingPistol: The [=9mm=] pistol is the most versatile firearm of the four available. It comes with a nine round magazine, has greater range than the shotgun and revolver, and can be fitted with a suppressor for silent kills.kills.
* StunGuns: The tazer will non-lethally disable a target for four turns, allowing them to be easily arrested. It takes a further eight turns to recharge.
* SubsystemDamage: Shooting someone in the arm will disable their ability to shoot and will, untreated, result in their death in six turns. Shooting them in the leg will render them unable to move and also cause them to bleed out in six turns. A body shot will bring someone down entirely and cause them to bleed out in three turns. Finally, a head shot is an InstantDeathBullet. Of course, armour can mitigate this.
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* ArmorAsHitPoints: Equipping your officers with body armour and helmets will allow them to take two extra gunshots to the body and one to the head before they're killed.
* BoomHeadshot: Shooting someone in the head results in an instant kill.
* EliteMooks: Heavies are harder to take down non-lethally. The chances of holdup or capturer working on them is greatly reduced and it takes two hits with a baton or tazer to pacify them. Fortunately, they're just as susceptible to gunshot wounds as anyone else.


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* LawmanBaton: The baton can be used to pacify criminals, making it easier to arrest them.
* OptionalStealth: Since ammunition and supplies are fairly scarce and you can't just scavenge more from Zuev's {{Mook}}s, stealth, combined with non lethal takedowns and arrests, is highly recommended. Getting spotted doesn't necessarily alert the entire map, just those within a certain range.
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* MarathonLevel: The mansion on the Ginzburg estate is an absolutely huge map, especially if the player should decide to undertake all of the sidequests.
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* GameBreakingInjury: After the tutorial mission, your original sniper gets set upon by Zuev's {{Mook}}s and break his fingers, rendering him unable to use a rifle and convincing him to leave town.
* IAmNotMyFather: Duvall Jr. makes it clear that the only thing he has in common with his father, who was a DirtyCop in ''VideoGame/ThisIsThePolice2'' is his ability with a rifle.
* TheNineties: The game is set in 1994.
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''Rebel Cops'' is a 2019 SpinOff of ''VideoGame/ThisIsThePolice''.

Seven years after the events of ''VideoGame/ThisIsThePolice2'', [[TheMafia mob boss]] Viktor Zuev has taken control of the town of Ripton. In an act of AntiMutiny, several members of Ripton's police department have refused to bow to Zuev and become LaResistance in an attempt to bring him to justice.

Unlike previous entries in the ''This Is The Police'' franchise, ''Rebel Cops'' has no simulation elements, instead focusing on purely TurnBasedTactics. The player can utilise up to six cops per mission with a seventh as sniper support. Maps are quite large and exploration is encouraged. In particular, most missions have optional sidequests, such as recovering evidence or rescuing hostages, which net the player extra money, supplies, and reputation among Ripton's townsfolk.

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!!This game provides examples of:
* PunchPackingPistol: The [=9mm=] pistol is the most versatile firearm of the four available. It comes with a nine round magazine, has greater range than the shotgun and revolver, and can be fitted with a suppressor for silent kills.

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