

The only additional thing needed here would be the shoes, because criminals always have unique or colourful footwear – but that is neither here nor there. So is it realistic? Well the police profile the character on behaviour and appearance, this is a suspicion multiplier based on recent crime in the area (including drug deals, overdoses etc), if you are carrying a back pack – because nobody carries backpacks in this game so you are suspicious, and your proximity to the police, all of which is a higher multiplier at night as mentioned. There is also an air-raid siren and announcement that curfew has started, which is announced in English and Spanish which really gives added credibility and buy in and sells the in-game world really well. The police do have more or less a single voiced fixed phrases, “hey you, stop right there” and a few phrases depending on if you are found with drugs on you. Unfortunately NPC’s are not voiced, but rather textual responses are given. The sound is pretty cool, running breathing, door opening etc, all have sounds. All of the customers seem to have a unique face and specific appearance, which is good – otherwise the game would be a wash of drones with little buy-in. Interestingly all of the police have the exact same appearance, and this kind of – in a way – reinforces that separation that is needed, the police aren’t ‘characters’ but just mindless enforcing automatons in this dystopian arena. The graphics are using the unreal engine and are fairly well done. It would seem that the police are really only required reading for your characters benefit. Unfortunately the NPC’s don’t seem to hear the air-raid siren and can openly stand outside waiting for their delivery unmolested by police. The game also forces you to conduct drug deals at night otherwise you can’t gain the skills required to advance, so there is no avoiding it. The ability to spend cash on sugar and corn starch at the local shop is not helpful early in the game when only spray cans will suffice, so a trap for young-dealers there. There can be an initial confusion here as the game introduces the mixing desk and instructions start to back off.

At first it is a matter of picking up the stuff from the supplier and taking it back to the apartment to divide and bag it for sale. It is mostly linear in steps and the game does not advance without going through the required motions.

The game starts with your own in-ear coach that guides you through some of the initial phases of the drug dealing enterprise.

If it was any more realistic with police behavior and within the setting of a natural city, it most certainly would escape the confides of being a game. It is only by this dystopian setting that the game stops short of perhaps being too realistic to the point of actual crime training. There is no sleeping, just 24 hour drug delivery, whilst dodging constant police patrols. Set in non-descript dystopian gated community, in a somewhat police state with nightly curfews, you operate within your scummy apartment that is seemingly unfit for human habitation.
