G-Police 2: Weapons Of Justice Review

By: John Doe

G-Police 2 is the perfect example of a game that is too far ahead of its time. Translation: This game needs the superior architecture of the Dreamcast, PS2 or PC to really be done justice. As it is, the game environments completely hinder the entire game, making any enjoyment purely coincidental.


When I played the first G-Police game, I was a little taken aback by the horrific amounts of draw in. The city you were piloting your "Havoc" (a futuristic helicopter) in was barely visible, making navigation an exercise in frustration. Unfortunately the sequel isn't much better. Wire frames outline distant buildings now, but they do little more than remind you that this game obviously needs to run on a system with more horsepower under the hood.

Due to the environmental problems and the hard to grasp controls, the first G-Police was virtually unbeatable. The missions were tough and after repeating them a few times, only to fail near completion, most of us put the game down and made a pact never to return. I'm happy to report that the sequel is a tad easier and the learning curve for controlling your Havoc/Venom (and 3 other different craft this time) has been shortened so that it won't take you until halfway through the game to get the knack. Getting your bearings in the 360-degree environments is another story. Mission objectives that sound as simple as "follow your team" will have you piloting around in circles while trying to grasp just exactly how to read your navigational radar. The control of the Havoc is touchy which doesn't help in air battles or chases and as you'd guess the near invisible buildings don't make things any easier. At first expect to smash into everything because it is virtually impossible to remember the environments due to the draw in. Not surprisingly, controlling the earthbound vehicles like the Rhino (car) and Raptor (mech) are a tad easier due to being able to get your bearings faster. Unfortunately the new vehicles are mission-specific which means you won't be able to use the mech (or others) in any other missions other than the one it was designed for. Too bad, as this would have added extra replayability to the game.

Musically this game isn't bad at all. It features some interesting tunes that don't interfere with the other sounds going on. The sound effects of the different weapons are done very well and really add to the futuristic backdrop that the game takes place in.

If you are patient enough (and good enough) you'll experience over 30 missions (with about 15 hidden missions on top of that). You can't accuse Psygnosis of skimping. Add in the extra vehicles and there is a lot to do in this game. The CG intros are state of the art, which unfortunately makes you draw comparisons between the intros and the actual game itself.

Complaint Dept. As much as this game tries to improve itself over the original, it still falls shy of it's mark. To be truly great, this game needs to take place in an environment where the visibility is measured in miles, not feet. As it is, you'll need to crank up the brightness level on your television or monitor to play it. It's obvious what this game really needs: The PlayStation 2. With the power of that processor behind it and the control tweaked to perfection, I can only imagine how G-Police 3 will be. But back to reality; this is PlayStation 1 and this hardware just doesn't have what it takes to realize the vision of the development team. If you think you're frustrated, just imagine how they feel.

Unfortunately this game is too little, too late. Thankfully it is easier (some may find that statement negotiable) and there are many missions and new vehicles to control. The first game was excusable as it was Psygnosis' first attempt at this type of game using the PSX hardware. The sequel should not have even been attempted on the PSX as far as I'm concerned. I'd say that this game is strictly for fans of the first game. Most others will walk away in frustration.






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