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Disambiguation, and a subbulleted trope


* ShortRangeShotgun: Shotguns have the shortest range of any weapon.
** ShotgunsAreJustBetter: The trade off for the extremely short range is that if an enemy is within range, the shotgun ''will'' hit, even ignoring cover penalties.

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* ShopFodder: You can find and loot various valuable items scattered across levels to sell later.
* ShortRangeShotgun: Shotguns have the shortest range of any weapon. \n** ShotgunsAreJustBetter: The trade off for the extremely short range is that However, if an enemy is within range, the shotgun ''will'' will hit, even ignoring cover penalties.



* VendorTrash: You can find and loot various valuable items scattered across levels to sell later.

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moving to correct subtrope per TRS thread


* StaticStunGun: 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.



* 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.
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Typo Correction


* HijackedByGanon: Initially, the game's story seems unconnected to ''VideoGame/ThisIsThePolice'' until the Rebel Cops get caught up in a shootout between Sharpwood's police force ane Zuev's men. Jack Boyd is in communication with the Rebel Cops, offering assistance [[spoiler: until he double crosses them in the ending, wiping them out along with Zuev once they've done the legwork for him.]]

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* HijackedByGanon: Initially, the game's story seems unconnected to ''VideoGame/ThisIsThePolice'' until the Rebel Cops get caught up in a shootout between Sharpwood's police force ane and Zuev's men. Jack Boyd is in communication with the Rebel Cops, offering assistance [[spoiler: until he double crosses them in the ending, wiping them out along with Zuev once they've done the legwork for him.]]



* NintendoHard: You are a handful of rogue policemen fighting a guerrilla war against the whole city filled with both mobsters and corrupt cops, with noone to help you. You are constantly outnumbered and outgunned, with your squad of six people at most will have to deal with maps filled with scores or even hundreds of enemies. Discretion, stealth and solid tactics become a must.

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* NintendoHard: You are a handful of rogue policemen fighting a guerrilla war against the whole city filled with both mobsters and corrupt cops, with noone no-one to help you. You are constantly outnumbered and outgunned, with your squad of six people at most will have to deal with maps filled with scores or even hundreds of enemies. Discretion, stealth and solid tactics become a must.
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* HijackedByGanon: Initially, the game's story seems unconnected to ''VideoGame/ThisIsThePolice'' until the Rebel Cops get caught up in a shootout between Sharpwood's police force ane Zuev's men. Jack Boyd is in communication with the Rebel Cops, offering assistance [[spoiler: until he double crosses them in the ending, wiping them out along with Zuev once they've done the legwork for him.]]
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* PlotPoweredStamina: Averted. Your cops will be tired after operations, and if you don't skip them out for the next mission, using them for several levels in a row, they will have their performance worsened.
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* FedToTheBeast: [[spoiler: The fate of the kidnapped cop you do not rescue - they get shipped to Colombia and fed to an anaconda.]]

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* FedToTheBeast: [[spoiler: The Depending on which branch of missions you take on to rescue your abducted cops, this may be the fate of the kidnapped cop you do not rescue immediately go for - they get shipped to Colombia and fed to an anaconda.]]
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** Bloody Shirt movie series gets referenced a couple of times, and the mansion where the last mission takes place used to belong to Paul Shpagat, the star of the series.

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* BeliefMakesYouStupid: It's safe to say that Zuev trying to seek a fortune teller's advice was the biggest mistake he had made.



* CardboardPrison. Inverted. All those mob goons you arrest in droves during missions, where do you think they're going, to the official prison? No, since prisons and courts are in Zuev's pocket they get sent to some farm belonging to some helpful guy, who manages to keep all those hundreds of arrested in his farm's barns and cow sheds with nobody escaping, and seemingly all by himself too. We have no idea how how he manages to pull that off.

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* CardboardPrison. Inverted. All those mob goons you arrest in droves during missions, where do you think they're going, to the official prison? No, since prisons and courts are in Zuev's pocket they get sent to some placed in temporary custody at a farm belonging to some helpful guy, who manages to keep all those hundreds of arrested in his farm's barns and cow sheds with nobody escaping, and seemingly all by himself too. We have no idea how how he manages to pull that off.



* NeverMessWithGranny: A notable member of your roster is Henrietta Bulka, the oldest-looking and sounding member of your squad. She starts with the highest level among your starting roster, has one more point in stats and one more perk than normal, meaning she maxes out at level 9 rather than 10. [[spoiler: She is also the one who arrives as a reinforcement if you last long enough in the Rebel Yell mode - with fully maxed stats, all perks, two weapons, full armour and loaded with useful items.]]

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* NeverMessWithGranny: A notable member of your roster is Henrietta Bulka, the oldest-looking and sounding member of your squad. She starts with has the highest level among your starting roster, has one more point in stats and one more perk than normal, normal meaning she maxes out at level 9 rather than 10. [[spoiler: She is also the one who arrives as a reinforcement if you last long enough in the Rebel Yell mode - with fully maxed stats, all perks, two weapons, full armour and loaded with useful items.]]



* OrcusOnHisThrone: Zuev prefers to conduct his affair through proxies and intermediaries while remaining hidden himself. This makes him that much harder to find.

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* OrcusOnHisThrone: Zuev prefers to conduct his affair affairs through proxies and intermediaries while remaining hidden himself. This makes him that much harder to find.



** Shvets, your original sniper, bails from your group after the tutorial mission when Zuev's goons visit his house and [[{{Fingore}} "convince"]] him to get him to give their boss some practice. [[spoiler: This is a {{Foreshadowing}}]].
** [[spoiler: If you follow your mission control's advice and hold the surveillance operator on gun point in the casino mission he will eventually warn the other security, forcing your officer to gun him down. Said officer will leave your group after the mission, too shaken with what they did.]]

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** Shvets, your original sniper, bails from your group after the tutorial mission when Zuev's goons visit his house and [[{{Fingore}} "convince"]] him to get him to give their boss some practice.lessons with a rifle. [[spoiler: This is a {{Foreshadowing}}]].
** [[spoiler: If you follow your mission control's advice and hold the surveillance operator on gun point in the casino mission he will eventually warn the other security, forcing your officer to gun him down. [[MyGodWhatHaveIDone Said officer will leave your group after the mission, too shaken with what they did.did]].]]



** Most missions come with a set of optional objectives in the form of requests from other citizens of Ripton that you can agree to do help them with. It's a good idea to take them, not only because of rewards they give you but because accepting them unlocks new level starting locations for some of your cops, greatly augmenting your tactical options. Not delivering on the request loses you street cred though.

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** Most missions come with a set of optional objectives in the form of requests from other citizens of Ripton that you can agree to do help them with. It's a good idea to take them, not only because of rewards they give you but because accepting them unlocks new level starting locations for some of your cops, greatly augmenting your tactical options. Not delivering on the request loses you street cred though.



* VendorTrash: You can find and loot various valuable items scattered across levels to sell them later.

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* VendorTrash: You can find and loot various valuable items scattered across levels to sell them later.

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* NeverMessWithGranny: A notable member of your roster is Henrietta Bulka, the oldest-looking and sounding member of your squad. She starts with one more point in a stat and one more perk than normal, meaning she maxes out at level 9 rather than 10. [[spoiler: She is also the one who arrives as a reinforcement if you last long enough in the Rebel Yell mode - with fully maxed stats, all perks, two weapons, full armour and loaded with useful items.]]

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* NeverMessWithGranny: A notable member of your roster is Henrietta Bulka, the oldest-looking and sounding member of your squad. She starts with the highest level among your starting roster, has one more point in a stat stats and one more perk than normal, meaning she maxes out at level 9 rather than 10. [[spoiler: She is also the one who arrives as a reinforcement if you last long enough in the Rebel Yell mode - with fully maxed stats, all perks, two weapons, full armour and loaded with useful items.]]


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* WelcomeToCorneria: Your field units' barks don't have much variety, and will get old fast.

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* EvolvingTitleScreen: The main menu background will change along with the music after you beat the game, [[spoiler: showing Jack Boyd in his office as the Sharpwood sheriff after he had your band of rebel cops killed]].



* LeeroyJenkins: Shortly after you start the Ginzburg estate mansion a jeep will drive up to the scene, with two guys with rifles stepping out and proceeding to rush the front entrance of the estate. With their rifles they will most likely score several kills on Ginzburg's security but will be overwhelmed in numbers. Misson Control reveals that this is [[SuicideMission intentional]] - the guys are two brothers whose sister was recently assaulted by Ginzburg's goons; [[RageBreakingPoint so the guys, fed up with the mob's abuse]], decide to just drive up to the mansion and kill as many goons as they can before they are killed.

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* LeeroyJenkins: Shortly after you start the Ginzburg estate mansion a jeep will drive up to the scene, with two guys with rifles stepping out and proceeding to rush the front entrance of the estate. With their rifles they will most likely score several kills on Ginzburg's security but will be overwhelmed in by numbers. Misson Mission Control reveals that this is [[SuicideMission intentional]] - the guys are two brothers whose sister was recently assaulted by Ginzburg's goons; [[RageBreakingPoint so the guys, fed up with the mob's abuse]], decide decided to just drive up to the mansion and kill as many goons as they can could before they are killed.dying.



* NoGearLevel: A variation - the Ripton mine is a No Guns Level. Neither enemy goons nor your cops can bring guns there (because firing off a gun can cause an uncontrolled explosion), forcing you to rely on other means like melee weapons, flashbangs and tazers. Also no sniper support there ([[LogicalWeakness because it's underground]]).

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* NoGearLevel: A variation - the Ripton mine is a No Guns Level. Neither enemy goons nor your cops can bring guns there (because firing off a gun can cause an uncontrolled explosion), forcing you to rely on other means like melee weapons, flashbangs and tazers.tasers. Also no sniper support there ([[LogicalWeakness because it's underground]]).


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* SoLongAndThanksForAllTheGear: When Shvets leaves he takes some of your equipment with him (such as [=9mm's=] you used in the tutorial level).
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* SaveScumming: Only possible on the easiest difficulty. Normal only gives three saves and hard allows none.

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* SaveScumming: Only Initially only possible on the easiest difficulty. Normal difficulty, with normal only gives giving you three saves and hard allows none. Alleviated in a later patch.

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* EvilOverlooker: Zuev's face can be seen overlooking your cops in the main menu screen.
* FedToTheBeast: [[spoiler: The fate of the kidnapped cop you do not rescue - they get shipped to Colombia and fed to an anaconda.]]



* FedToTheBeast: [[spoiler: The fate of the kidnapped cop you do not rescue - they get shipped to Colombia and fed to an anaconda.]]

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* FedToTheBeast: [[spoiler: The fate of FourEyesZeroSoul: Viktor Zuev, the kidnapped cop you do not rescue - they get shipped to Colombia and fed to an anaconda.]] ruthless mafia overlord of Ripton, is shown wearing square-rimmed glasses.


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* OrcusOnHisThrone: Zuev prefers to conduct his affair through proxies and intermediaries while remaining hidden himself. This makes him that much harder to find.


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** ShotgunsAreJustBetter: The trade off for the extremely short range is that if an enemy is within range, the shotgun ''will'' hit, even ignoring cover penalties.
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* UnwantedHelp: The Witt Brothers can be this or an aversion, depending on whether or not their alerting the enemies is enough to throw player's plans into disarray, or if you're fine with letting them die in their suicidal assault.

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* UnwantedHelp: UnwantedAssistance: The Witt Brothers can be this or an aversion, depending on whether or not their alerting the enemies is enough to throw player's plans into disarray, or if you're fine with letting them die in their suicidal assault.

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* AnyoneCanDie: Anyone who's even vaguely familiar with the ''VideoGame/XCom'' style of game knows that this is a given, especially in one where one bullet is [[OneHitpointWonder enough to finish off anybody]]. True outside of the missions as well: [[spoiler: the kidnapped cop you will not immediately rescue will die]]; then [[spoiler: Duvall Jr., your sniper, will be assassinated off-screen just before the final mission]].

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* AnyoneCanDie: Anyone who's even vaguely familiar with the ''VideoGame/XCom'' style of game knows that this is a given, especially in one where one bullet is [[OneHitpointWonder enough to finish off anybody]]. True outside of the missions gameplay as well: [[spoiler: the kidnapped cop you will not immediately rescue will die]]; then [[spoiler: Duvall Jr., your sniper, will be assassinated off-screen stabbed just before the final mission]].mission]]. And lastly, [[spoiler: seemingly every rebel cop in the DownerEnding]].



* ChekhovsGun: [[spoiler: Shvets, your original sniper, will leave your group after the tutorial mission when Zuev's goons threaten him into giving their boss a few lessons. Zuev will put those lessons into practice during the final mission when he takes shots at your cops as you storm his mansion.]]

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* ChekhovsGun: [[spoiler: Shvets, your original sniper, will leave your group after the tutorial mission when Zuev's goons threaten him into giving their boss a few lessons. Zuev will put those lessons into practice during the final mission when he takes shots snipes at your cops as you storm his mansion.]]



* FortuneTeller: As Zuev gets more and more desperate to stop you he turns to a local fortune teller for advice on how to deal with you. [[NiceJobFixingItVillain It does him more harm than good in the end]].



* GameBreakingInjury: After the tutorial mission, your original sniper gets set upon by Zuev's {{Mook}}s, who break his fingers, rendering him unable to use a rifle and focring him to leave your group.

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* GameBreakingInjury: After the tutorial mission, your original sniper gets set upon by Zuev's {{Mook}}s, who break his fingers, rendering him unable to use a rifle and focring forcing him to leave your group.



* LeeroyJenkins: Shortly after you start the Ginzburg estate mansion a jeep will drive up to the scene, with two guys with rifles stepping out and proceeding to rush the front entrance of the estate. With their rifles they will most likely score several kills on Ginzburg's security but will be overwhelmed in numbers. Misson Control reveals that this is [[SuicideMission intentional]] - the guys are two brothers whose sister was recently assaulted by Ginzburg's goons; [[RageBreakingPoint so the guys, fed up with the mob's abuse]], decide to just drive up to the mansion and kill as many goons as they can before they are killed.



* NiceJobFixingItVillain: [[spoiler: Zuev's listening to the fortune teller advice and deciding to hole up in a freshly-bought abandoned mansion instead of sitting tight in his impenetrable hidden hideout is this, as it gives rebel cops the shot at capturing him they otherwise would not have.]]



* NoSell: [[spoiler: Zuev will deny your first attempt at stunning him, and will even reverse your attempt by holding up the offending cop with his rifle, disabling them for two turns]].



* ScrewThisImOuttaHere: Shvets, your original sniper, bails from your group after the tutorial mission when Zuev's goons visit his house and [[{{Fingore}} "convince"]] him to get him to give their boss some practice. [[spoiler: This is a {{Foreshadowing}}.

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* ScrewThisImOuttaHere: ScrewThisImOuttaHere:
**
Shvets, your original sniper, bails from your group after the tutorial mission when Zuev's goons visit his house and [[{{Fingore}} "convince"]] him to get him to give their boss some practice. [[spoiler: This is a {{Foreshadowing}}.{{Foreshadowing}}]].
** [[spoiler: If you follow your mission control's advice and hold the surveillance operator on gun point in the casino mission he will eventually warn the other security, forcing your officer to gun him down. Said officer will leave your group after the mission, too shaken with what they did.]]


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* TriumphantReprise: The final mission is set to an [[https://youtu.be/xffUWmuMbRY actionised version]] of the same [[https://youtu.be/15pdfuHTr-U western-esque theme]] that plays on the mission planning screen. It makes the climactic assault on Zuev much more awesome.
* UnwantedHelp: The Witt Brothers can be this or an aversion, depending on whether or not their alerting the enemies is enough to throw player's plans into disarray, or if you're fine with letting them die in their suicidal assault.


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* VillainousBreakdown: As your campaign against him strikes more and more victories Zuev gets thrown more and more off-balance, gradually making increasingly irrational decisions and leaving himself open in the process. By the last mission he's nearly lost it, [[spoiler: shooting corrupt cops protecting him along with your guys]].
* VillainExitStageLeft: [[spoiler: Zuev will attempt to flee the final mission on a helicopter]].

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

to:

* AnyoneCanDie: Anyone who's even vaguely familiar with the ''VideoGame/XCom'' style of game knows that this is a given, especially in one where one bullet is [[OneHitpointWonder enough to finish off anybody]]. True outside of the missions as well: [[spoiler: the kidnapped cop you will not immediately rescue will die]]; then [[spoiler: Duvall Jr., your sniper, will be assassinated off-screen just before the final mission]].



* 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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* ArmsDealer: Since your cops are have 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.



* ChekhovsGun: [[spoiler: Shvets, your original sniper, will leave your group after the tutorial mission when Zuev's goons threaten him into giving their boss a few lessons. Zuev will put those lessons into practice during the final mission when he takes shots at your cops as you storm his mansion.]]



* ScrewThisImOuttaHere: Shvets, your original sniper, bails from your group after the tutorial mission when Zuev's goons visit his house and [[{{Fingore}} "convince"]] him to do some favour for their boss.

to:

* ScrewThisImOuttaHere: Shvets, your original sniper, bails from your group after the tutorial mission when Zuev's goons visit his house and [[{{Fingore}} "convince"]] him to do some favour for get him to give their boss.boss some practice. [[spoiler: This is a {{Foreshadowing}}.
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* NeverMessWithAGranny: A notable member of your roster is Henrietta Bulka, the oldest-looking and sounding member of your squad. She starts with one more point in a stat and one more perk than normal, meaning she maxes out at level 9 rather than 10. [[spoiler: She is also the one who arrives as a reinforcement if you last long enough in the Rebel Yell mode - with fully maxed stats, all perks, two weapons, full armour and loaded with useful items.]]

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* NeverMessWithAGranny: NeverMessWithGranny: A notable member of your roster is Henrietta Bulka, the oldest-looking and sounding member of your squad. She starts with one more point in a stat and one more perk than normal, meaning she maxes out at level 9 rather than 10. [[spoiler: She is also the one who arrives as a reinforcement if you last long enough in the Rebel Yell mode - with fully maxed stats, all perks, two weapons, full armour and loaded with useful items.]]

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* LawmanBaton: The baton can be used to pacify criminals, making it easier to arrest them.



* LawmanBaton: The baton can be used to pacify criminals, making it easier to arrest them.


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* NeverMessWithAGranny: A notable member of your roster is Henrietta Bulka, the oldest-looking and sounding member of your squad. She starts with one more point in a stat and one more perk than normal, meaning she maxes out at level 9 rather than 10. [[spoiler: She is also the one who arrives as a reinforcement if you last long enough in the Rebel Yell mode - with fully maxed stats, all perks, two weapons, full armour and loaded with useful items.]]

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** 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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** 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. them, and they can even ignore one sniper shot. Fortunately, they're just as susceptible to gunshot wounds from up close as anyone else.


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* LawmanGoneBad: A heroic inversion. You command a group of cops who had left the force, went rogue and now commit vigilante justice - because the mob put the rest of the police department firmly into their pocket, so now this is the only way to bring the mob to justice. They still try to act like cops as much as they can - they try to arrest and capture criminals instead of killing them, avoid civilian casualties, and what they intend for Zuev is not to lynch him but to put him behind bars.


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* OneHitKill:
** Head shots immediately kill anyone who manages to receive one, even Heavies. Helmets can allow your cops to survive one head shot.
** Melee weapons (not batons) allow for this - knives for your cops, axes and larger blades for enemies. It doesn't matter if you're a Heavy[=/=]decked out in an armour and a helmet and completely unharmed - a knife to the side[=/=]an axe to the face will immediately kill you, skipping wounded states.

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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.

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* AcceptableBreaksFromReality: 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.maniac.
** Your sniper can scout out any room with windows no matter what side of a building those windows are on, effectively having a vantage point from all four sides of the map at the same time. Also, if he can scout out the room he can take out a target in that room no matter where that target is, including in places where there is no conceivable way for him to have a shot.



* {{Sidequest}}: Most missions come with a set of optional objectives in the form of requests from other citizens of Ripton that you can agree to do help them with. It's a good idea to take them, not only because of rewards they give you but because accepting them unlocks new level starting locations for some of your cops, greatly augmenting your tactical options. Not delivering on the request loses you street cred though.

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* {{Sidequest}}: {{Sidequest}}:
**
Most missions come with a set of optional objectives in the form of requests from other citizens of Ripton that you can agree to do help them with. It's a good idea to take them, not only because of rewards they give you but because accepting them unlocks new level starting locations for some of your cops, greatly augmenting your tactical options. Not delivering on the request loses you street cred though.though.
** The photo studio chain of missions is this. They do not advance the plot and aren't necessary to complete, serving only to give you an opportunity to earn some money[=/=]XP[=/=]street cred[=/=]to do the right thing.
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* ScrewThisImOuttaHere: Shvets, your original sniper, bails from your group after the tutorial mission when Zuev's goons visit his house and "[[Fingore convince]]" him to do some favour for their boss.

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* ScrewThisImOuttaHere: Shvets, your original sniper, bails from your group after the tutorial mission when Zuev's goons visit his house and "[[Fingore convince]]" [[{{Fingore}} "convince"]] him to do some favour for their boss.
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* GameBreakingInjury: After the tutorial mission, your original sniper gets set upon by Zuev's {{Mook}}s, who break his fingers, rendering him unable to use a rifle and convincing him to leave town.

to:

* GameBreakingInjury: After the tutorial mission, your original sniper gets set upon by Zuev's {{Mook}}s, who break his fingers, rendering him unable to use a rifle and convincing focring him to leave town.your group.



* ScrewThisImOuttaHere: Shvets, your original sniper, bails from your group after the tutorial mission when Zuev's goons visit his house and [[Fingore "convince"]] him to do some favour for their boss.

to:

* ScrewThisImOuttaHere: Shvets, your original sniper, bails from your group after the tutorial mission when Zuev's goons visit his house and [[Fingore "convince"]] "[[Fingore convince]]" him to do some favour for their boss.
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* FedToTheBeast: [[spoiler: The fate of the kidnapped cop you do not rescue - they get shipped to Colombia and fed to an anaconda.]]

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* BrandX: Firry-Cola makes its comeback from ''VideoGame/ThisIsThePolice2''.
* CallBack: Several to previous games, mostly to ''VideoGame/ThisIsThePolice2''. For example, one sidequest giver mentions that she is going to take her alcoholic father to Sharpwood to treat him - to the very same guy you could take your alcoholic cops to to be treated in that game. Another sidequest giver is Rafa Ganim, an illicit goods smuggler from the same game.



* NiceHat: Your cops' default uniforms include some really spiffy hats.



* ScrewThisImOuttaHere: Shvets, your original sniper, bails from your group after the tutorial mission when Zuev's goons visit his house.

to:

* ScrewThisImOuttaHere: Shvets, your original sniper, bails from your group after the tutorial mission when Zuev's goons visit his house.house and [[Fingore "convince"]] him to do some favour for their boss.



** The perk that allows your cop to ignore action restrictions from getting an arm or a leg wound is called [[Film/MontyPythonAndTheHolyGrail "Black Knight"]].
* {{Sidequest}}: Most missions come with a set of optional objectives in the form of requests from other citizens of Ripton that you can agree to do help them with. It's a good idea to take them, not only because of rewards they give you but because accepting them unlocks new level starting locations for some of your cops, greatly augmenting your tactical options. Not delivering on the request loses you street cred though.



*

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* TimedMission: Several missions have time limit before you fail.


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* VanInBlack: They deliver enemy reinforcements to levels. Your own Firry-Cola van could count as a heroic inversion.
* VendorTrash: You can find and loot various valuable items scattered across levels to sell them later.
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* CultColony: One mission will take you to an isolated cult compound.


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* ScrewThisImOuttaHere: Shvets, your original sniper, bails from your group after the tutorial mission when Zuev's goons visit his house.


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* TakeYourTime: Averted. Just because some missions do not have an explicit timer does not mean things won't change for the worse if you dawdle. [[spoiler: For example, the Ginzburg estate will eventually receive back up security. Same with the DDM shopping mall, if you do not disable the alarm in time.]]


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*
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* MissionControl: Provided by a certain Conrad "Old" Spice, who gives you directions and situation updates.
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* BarbarianLonghair: All Treybeks seem to be longhaired, and they are a "clan" of woodsmen[=/=]survivalists, so this is very fitting.


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* CardboardPrison. Inverted. All those mob goons you arrest in droves during missions, where do you think they're going, to the official prison? No, since prisons and courts are in Zuev's pocket they get sent to some farm belonging to some helpful guy, who manages to keep all those hundreds of arrested in his farm's barns and cow sheds with nobody escaping, and seemingly all by himself too. We have no idea how how he manages to pull that off.
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* AnAxeToGrind: The Treybeks' weapon of choice.


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* NoGearLevel: A variation - the Ripton mine is a No Guns Level. Neither enemy goons nor your cops can bring guns there (because firing off a gun can cause an uncontrolled explosion), forcing you to rely on other means like melee weapons, flashbangs and tazers. Also no sniper support there ([[LogicalWeakness because it's underground]]).


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* SaveTheVillain: One mission has its objective to capture a member of a street gang that has info on Zuev's activities. Any member will do, so normally this would be a cakewalk - but unfortunately said gang had also crossed [[CorruptCops the Sharpwood police]], who arrived at the scene before you to KillThemAll. You will have to deal with Sharpwood cops and prevent them from killing all the punks so you would have someone to capture.
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to:

[[caption-width-right:350:Not all heroes wear badges.]]
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/h2x1_nswitchds_rebelcops_image1600w.jpg]]
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* NintendoHard: You are a handful of rogue policemen fighting a guerrilla war against the whole city filled with both mobsters and corrupt cops, with noone to help you. You are constantly outnumbered and outgunned, with your squad of six people at most will have to deal with maps filled with scores or even hundreds of enemies. Discretion, stealth and solid tactics become a must.


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* WithThisHerring: When you begin your campaign to take Ripton back from Zuev you don't even have enough guns for all of your available cops. Good luck.

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