I'll admit to not being very enthused by this game when it initially landed in Early Access, both because my older self is uncomfortable with any game that's inherently sympathetic to law enforcement and because the initial serving of Ready Or Not was... Sour. Uncomfortable racial caricatures, eyebrow-raising dialogue, potential right-wing dogwhistles and an odd eagerness to let you go full police brutality on people were what awaited me, which is a far cry from SWAT 4. This isn't getting into the massive technical or balance issues.

101 people before me have said it, but SWAT 4's legacy is less of a cop game and more of a horror game. It knew just how much literally everyone hated cops and weaponized it, creating alienating and hostile environments where everything could be a threat yet told you outright that you weren't supposed to react as you would in other FPS games. The core difference between SWAT 4 and its contemporaries is that perfect play in SWAT 4 meant taking as few actions as possible and ideally walking out with 0 kills.

So you can imagine why RoN's first public version made me grit my teeth and back away. I was content to file it away in the vast wastes of my Steam library and up until now I'd succeeded, but I was bored in the evening and my IRLs insisted it was "quite good no" [sic], so with fuck all else to do and an alarmingly low amount of alcohol in the fridge for a Scottish household, I decided to join them and binge the entire thing in one massive session.

What immediately stands out in the 1.0 version is how a lot of the more obvious copaganda elements are gone, as are the problematic stuff which is most noticeable in the dialogue. It's a relief that I can play the game without worrying I'm going to run into an ulcer bustingly racist comment/accent. The developers also evidently busted out their old copies of SWAT 4, played it to completion and now the game is hellbent on keeping you from firing your weapon at a living person.
Lower caliber weapons offer you the mercy of allowing you to hit someone in the extremities for a non-lethal takedown, but bringing 7.62 Assault Rifle or a Shotgun to a gas station holdup will almost always end in severed limbs and penalties for unauthorized use of deadly force. Call me old, but the first time I accidentally decapitated someone with a stray 12 gauge shot actually made me feel a bit ill, and from then on I've exclusively used an MP5 and a Glock 19.

Where this game deviates from SWAT 4 is that it's very clearly trying to dig into the player's sense of morality to make the need for restraint sting, for lack of a better word. I'm still undecided as to how copaganda this game is on a scale from 3-10 (it will never be below 3, because cops are still sympathetic as the protagonists), but there's something to be admired in how the game will bring you face-to-face with pedophiles, human traffickers, school shooters and libertarians and still demand you keep your team on a short leash, follow the ROE, and try to minimize casualties. In typing that out, I realize that regardless of this game's status (or not) as copaganda, it's very clearly in love with an almost romantic idea of ~equal justice~ that's at odds with the fact you're playing as a cop, a breed of 'person' that in real life views justice as an obstacle to killing people. If you view all fiction as a fantasy of some kind, RoN is a fantasy land where cops actually behave like the image they try to put forward.

I've seen a surprise amount of (admittedly lowkey) debate about whether or not the game handles its subject matter with any grace, and for once I'm not 100% on where my own stance lies. I'd say that the game doesn't actually handle the subject matter... at all. The horrors I mentioned up above are grotesque, yes, but they're portrayed very manner-of-factly. There are no dramatic, heartbreaking violins or horrifying cutscenes in the buildup to the school shooting mission, it's just another mission. The horror comes from carrying out those routine behaviours - skulking around, identifying corpses, trying to subdue suspects nonlethally, praying the person on the floor is just hiding and not dead - in a school. They're depicted, sure, but it feels to me that the game is more about letting you take away your own feelings from the more emotionally challenging missions rather than going out of its way to make you feel a specific way.

I will say that the one exception to this is the swatting level which is, for lack of any better phrases, extremely over the top. It's the second level and comes after you besieging a gas station that's being held up, so I assume the developers wanted to keep the stakes high. The end result is that a 'simple' swapping also features gangsters, a crypto-mining operation, and the implication that the swatting victim partakes in a child trafficking ring. The use of unfortunate streamer stereotypes just makes it feel even more out of place, as if the game is trying to console new players who might fuck up and start firing like crazy. "It's okay, you just hit crypto miners and pedophiles!" or something like that. It's all so garishly out of place with the rest of the game.

Praise must be hoisted upon the visuals and level design, by the way. Brightly lit areas are fucking terrifying because armed gunmen can be literally anywhere, and even the most open levels feel dense and claustrophobic. Darker levels and smaller levels are so much worse, with a flashlight or nightvision goggles only offering token reprieve from the shadows. They really leaned into the 'horror game' thing.

There is, unfortunately, one massive problem hanging over this game like a pendulum, arguably more damaging to it than any potential discussions of its subject matter:

The enemy AI.

If you've ever played Rainbow 6 Siege during peak hours, it's a lot like getting matched against a team of Siege addicts from the Midwest. They possess hyper-awareness, x-ray vision, a total lack of recoil, reaction times measured in nanoseconds, and accuracy that most actual drones would kill to have. Many a time have I lost a mission because someone sensed my tainted chakra and decided to become a bodhisattva for the sake of purifying me.

Through a wall.

With a glock.

Despite me wearing full plate armor and being behind a cabinet as well.

This game lacks a 'downed' state which really compounds my frustrations. My friends and I, despite our years of tactical shooter experience and general FPS capabilities, never finished a mission with the full team alive because the AI is capable of inhuman feats. This applies to all suspect types, too, so you can meet your end at the hands of a panicked D&D player with a Beretta within about a half-second of making eye contact, and then experience the same thing facing down trained security personnel at a millionaire's mansion.

I wouldn't mind this were it the endgame state, or only applied to special enemies (former military, perhaps?) but as it stands it's omnipresent behaviour and results in the game easily becoming an exercise in frustration. The AI roams a lot, too, which can make a lot of tactical gear feel useless. C2 gas is very good when it works, but good luck getting to use it. In general, while the experience is fine enough, the AI hasn't actually evolved from early access and still feels like it's meant to counter players in a game where doors don't exist.

All in all, I'd be lying if I told you I didn't enjoy my time with this game, but even in its much nicer release state there is a small pit in my stomach that turns sour when thinking about it. Despite everything this is a game where you play as cops out to stop a crime wave, and while it's dispensed with the EA version's 'degenerate America' stuff, it still sometimes toes the line in a way that reminds me of a child looking at their parent to see how much of their brattiness is within acceptable parameters, or a cat about to knock something off the shelf.

There are posters dotted around the police station that encourage officers to take the shot, featuring despondent cops who're lamenting that they hesitated. I think these illustrate the cognitive dissonance the game experiences, because you're likely to see one after a tutorial in which a narrator with a cheap microphone repeatedly tells you to shoot last, ask questions later.

Reviewed on Dec 26, 2023


1 Comment


4 months ago

Had hoped that Portal 2 would be my last review of 2023 before I took a little break to dabble in some endless games like XCOM 2 or Dwarf Fortress but this game got the brain whirlin'.

Either way, see y'all in 2024, and I hope you (the reader) have some excellent holidays.