Future Cop LAPD
Tags: games.future cop
Future Cop LAPD is an old game, released for PlayStation One, as well as PC.
It looks like there are dozens of videos about it on YouTube, getting ~1k-10k views each. The comments are usually filled with “man, this was such a cool game”.
Sadly, as happens with ‘legacy’ games, it doesn’t look possible to purchase on modern systems. Even on Sony’s ‘PSOne Classics’, it looks only available for PS3, PSP. (Presumably it’s not further avaible on PS4 or PSVita due to licensing/rights issues).
– For myself, I have vague recollections of the game, on a family-friend’s PlayStation.
The gist of the game is you play as a transforming mech/hovertank, with an
arsenal of machinegun/rockets/mortar (or various upgrades). The gameplay is
either a single-player campaign with the usual bells & whistles, or a
‘MOBA-style’ match against another player (or an AI): ‘MOBA’ in that you
control a powerful unit, but victory depends on getting a weaker AI-controlled
unit to reach the enemy’s base.
– I don’t know which game would’ve been first with MOBA gameplay. I’ve heard
Herzog Zwei on the Sega Genesis as
one of the first RTS/MOBA games. – These days, the game AirMech gets a mention
in terms of “games with transforming mechs and underling units”.
Watching a couple of the hard levels of this MOBA-style gameplay, I do get the impression that there’s a much greater demand for polish in games these days. It looks like “wow this game was cool” is tained with nostalgia and forgotten memories:
– For one, the gameplay design looks somewhat stunted; in both of these
videos, the winning strategy is apparently quite similar. Since the victory
objective is “get one of your tanks inside their base”, it’s better to pick the
tank which can take punishment. (A potential alternative, I guess, is ‘pick a
weaker tank, but from closer to the enemy base’; this doesn’t seem viable?).
This also seems to require a certain amount of points have been built up first.
– But, like. It strikes me that in the video, the enemy AI has captured towers
on the player’s side, and the player doesn’t seem to see benefit in destroying
the tower.
– That enemy missiles travel the same speed as the player’s hovertank strikes
me as a cute feature; that the player’s mortar (which can apparently destroy a
tower in one hit) is so slow that the dynamic of “destroy a tower” is
apparently “fire a mortar, then kindof wait around for the mortar to land”
feels.. lame.
– Ammunition is kept as one large amount, rather than smaller amounts which
could be replenished at a base. (The effect is, the possible-gameplay-time is
the limit; when you run out of ammo you lose. Smaller-but-replenishable instead
demands moderation: the short-term cost of firing is much higher).
– In terms of ‘polish’… not so much ‘bad graphics’ (which I’d call ‘charming
graphics’), so much as the poor interface: the camera feels wonky, which is
perhaps balanced by the simple-ish maps, and short range on enemy towers. The
enemy spawning a super-tank is apparently quite a big event, but the UI doesn’t
make a big deal of it. There’s no healthbar on towers/tanks (YMMV); no timer or
other indication of when a destroyed tower will respawn.
Outposts can be captured once. Idk, it just feels strange that there’s
apparently not any (expensive) way for an outpost to be re-captured.
I guess ’cause of the ostensible simplicity of the gameplay, there’s some
ambition for I-could-do-that-remake. (e.g.
this
artists amazing recreation of the mech from the cutscenes. Wow). – “We don’t
do it because it’s easy; we do it because we thought it would be.”.
– I’ll totally admit that in an undergrad module, I made an abysmal-failure of
an attempt to make something inspired by Future Cop LAPD. – All the same,
you’d think that e.g. the maps of the MOBA gameplay would be something more
available on the internet.