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It may sound reductive, but that’s a formula that absolutely works for me – those first seconds of slow-mo slaughter in each room are a hell of a drug. Honestly, I’ve already described 95 per cent of the game. Upon breaching each room, you’re given a couple seconds in slow motion to clear the room of all gun-wielding criminals. There’s a very simple formula for getting through each floor. To solve the case, players blast their way up a deadly apartment block, clearing it room-by-room to get at the real villain tucked away on the top floor. The word investigate is used loosely here: expect less Sherlock, more Dredd. Rico: London sends players back to New Years’ Eve 1999 as a London Metropolitan police officer to investigate an alarmingly high-caliber gun deal. If you’re wondering if all this slightly weird door talk is necessary, you’ll have to take me on my word that it’s near-integral to this buddy-cop action game. When so much of the game revolves around those seconds of efficient killing following a breach, a lot hinges on starting each room with some real power.
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You’ll smash down tens – maybe hundreds – of flimsy doors to get to the goons within. READ MORE: Peter McConnell takes us through the process of composing the mental worlds of ‘Psychonauts 2’Īfter all, it’s a game about getting to the top of an apartment block infested by armed gangs.Black got it, and again – Rico: London really gets this. At literally no point should self-restraint come into the equation. Doors are for kicking down, blowing up and barreling through. No self-respecting game should ask you to calmly open doors like a normal person. In a shooter, a door handle should serve absolutely zero purpose. There’s an unspoken rule in games that Rico: Londonfollows to the letter.
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