COPS 2170: The Power Of Law
Cops 2170: The Power of Law (Russian: Власть законаis)[2] is a turn-based tactics video game developed by MiST Land South and published by Russobit-M for Windows and in 2004.
COPS 2170: The Power of Law
Cops 2170: The Power of Law is a turn-based tactics game set in a cyberpunk universe.[3][4] The player controls Katy, a police academy graduate.[5] The gameplay has been compared to the XCOM series.[5][6]
Players take the role of rookie cop Katrin to step into the brave new world of 2170, where the power of law may be used as shield of protection or a tool of violence. Katrin comes to understand this for herself as she joins with a squad of fellow officers for a variety of dangerous missions. The tactics-oriented action of COPS 2170: The Power of Law is set in an uncertain society, where only the ingenuous are blessed with contentment and fateful decisions are made behind the closed doors of corrupt corporate boardrooms.
In Cops 2170: The Power of Law, you walk up to the Syndicate operatives and shoot them point-blank. Don't expect much in the way of police procedure in this mesh of an RPG and a turn-based tactical shooter (a la XCOM: UFO Defense. As much as I'd like to say that Cops 2170 is as enjoyable as that venerable classic, it comes up short on a few counts.
When it's the bad guys' turn, your dudes are sitting ducks. You can crouch and use cover during your turn, but that won't prevent a bad guy from tossing a grenade and blowing your officers to heck. Bad guys often enter your view, shoot at you, and then walk out of range of your cops' eyesight. Thankfully, there's a quick-save option (use it). I can't count how many times my squad got mercilessly shot up during the enemy's turn by enemies I didn't even know were nearby, forcing me to load my last save. The good news is, when it's your turn, enemies are similarly helpless. You can blast away at them as long as you have the APs to do it. It's unrealistic at best, but turns out to be the fun part of the game.
Another problem involves cops who aren't in your squad, out of your control, making some really weird moves. They'll walk right past bad guys without shooting; they'll sneak forward and then run across the enemies' line of sight; they'll dart back and forth in bizarre spasms, and so on. It's AI simply in desperate need of re-coding.
One final complaint: sometimes, your meager forces are faced with adversaries against whom your guys don't stand a chance. For instance, there's a robot factory guarded by walking mechs with incredibly powerful and accurate laser weapons. A few hits and you're dead -- and in playing this level I died over, and over, and over again. It didn't help that my NPC allies ran around in circles, fluttered about as aimlessly as butterflies, and rarely fired when they had a clear shot.
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var rm_host = "//ad.yieldmanager.com";var rm_section_id = 54064;var rm_iframe_tags = 1;rmShowAd("300x250"); PC REVIEW: COPS 2170: THE POWER OF LAW Cops 2170 not only flings you into the future but it drops you off in the middle of a futuristic police station to fend for yourself with virtually no information or outside assistance. I don't think that part of the strategy, or difficulty, of a game should include figuring out how to begin playing it.
What do you get when you combine a cheesy sci-fi feel, mind numbingly bad gameplay, and a title that starts outs bad and goes downhill from there? Cops and robbers? Not even close. Cops and mutants is more like it. Published by Strategy First and developed by MiST Land, COPS 2170: The Power of Law is a real letdown, and is perhaps an idea that should have been left on the drawing board. Read More. 041b061a72