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Video Game / Rebel Cops

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Rebel Cops is a 2019 Spin-Off of This Is the Police.

Seven years after the events of This Is The Police 2, mob boss Viktor Zuev has taken control of the town of Ripton. In an act of Anti-Mutiny, several members of Ripton's police department have refused to bow to Zuev and become La Résistance in an attempt to bring him to justice.

Unlike previous entries in the This Is The Police franchise, Rebel Cops has no simulation elements, instead focusing on purely Turn-Based Tactics. The player can utilise up to six cops per mission with a seventh as sniper support. Maps are quite large and exploration is encouraged. In particular, most missions have optional sidequests, such as recovering evidence or rescuing hostages, which net the player extra money, supplies, and reputation among Ripton's townsfolk.


This game provides examples of:

  • Anti-Frustration Features: The Buddy System can save you running your officers headlong into danger provided you have another officer nearby. If an enemy is not visible, they can be spotted by another officer and the move can be cancelled. The officer who gives the warning gains a small amount of experience for it, too.
  • Anyone Can Die: Anyone who's even vaguely familiar with the X-COM style of game knows that this is a given, especially in one where one bullet is enough to finish off anybody.
  • Armor As Hit Points: Equipping your officers with body armour and helmets will allow them to take two extra gunshots to the body and one to the head before they're killed.
  • Arms Dealer: Since your cops are essentially gone rogue, you have to outfit them out of your own pocket using donations given by townsfolk and money earned by selling scavenged loot on the black market. Said black market can be used to buy weapons and equipment.
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  • Bolivian Army Ending: The game fades to black as Jack Boyd orders his deputies to fire on the Rebel Cops, so we don't see their deaths onscreen. Although, given the dark credits music and the change of title screen, coupled with how dark the previous two games are, it's highly unlikely anyone survived.
  • Boom, Headshot!: Shooting someone in the head results in an instant kill.
  • Counter Attack: One of the perks allows an officer who has been fired on to return fire, provided the officer wasn't wounded.
  • Cowboy Cop: The Rebel Cops are a cross between this and Vigilante Man. They have been forced to operate outside the system, since it's been taken over by the mob.
  • Dirty Cop: Most of Ripton's police force has gone over to Zuev's side at the beginning of the game. They turn up as Elite Mooks in the final mission. Sharpwood's police force turns up in one mission fighting Zuev's goons and again in the ending to wipe out the Rebel Cops and Zuev.
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  • Downer Ending: After the assault on Zuev's mansion resulting in Zuev being taken into custody, Jack Boyd betrays the Rebel Cops by wiping them out while they take Zuev to Sharpwood.
  • Elite Mooks:
    • Heavies are harder to take down non-lethally. The chances of holdup or capturer working on them is greatly reduced and it takes two hits with a baton or tazer to pacify them. Fortunately, they're just as susceptible to gunshot wounds as anyone else.
    • Ripton's police force (the ones that went to work for Zuev) are armed with assault rifles that are unique to them.
  • Enemy Civil War: The Rebel Cops get caught up in a shootout between Zuev's mob and the Sharpwood police department. Afterwards, Warren Nash (aka Jack Boyd) sends them an apology and aid, though this turns out to be for his own ends.
  • Game-Breaking Injury: After the tutorial mission, your original sniper gets set upon by Zuev's Mooks, who break his fingers, rendering him unable to use a rifle and convincing him to leave town.
  • Gun Accessories: Slapping a scope on a rifle increases its range, while putting a Hollywood Silencer on a pistol will make it silent.
  • I Am Not My Father: Duvall Jr. makes it clear that the only thing he has in common with his father, who was a Dirty Cop in This Is The Police 2, is his ability with a rifle.
  • Lawman Baton: The baton can be used to pacify criminals, making it easier to arrest them.
  • Limited Loadout: Officers can carry one pistol and one longarm as well as up to six (with the backpack upgrade) supplementary items.
  • Optional Stealth: Since ammunition and supplies are fairly scarce and you can't just scavenge more from Zuev's Mooks, stealth, combined with non lethal takedowns and arrests, is highly recommended. Getting spotted doesn't necessarily alert the entire map, just those within a certain range.
  • Marathon Level: The mansion on the Ginzburg estate is an absolutely huge map, especially if the player should decide to undertake all of the sidequests.
  • The '90s: The game is set in 1994.
  • One Hitpoint Wonder: Getting shot at all will cause any of your officers, if not wearing armour, to die if not patched up with a medical kit in time. How quickly they'll bleed out depends on where they're hit. Fortunately, this also applies to enemies, including Heavies ; They might be bigger and tougher than regular Mooks, but a bullet will put them down all the same.
  • Pacifist Run: For the most part viable and practically encouraged by the gameplay mechanics. Arresting perps nets more experience points for your officers than simply shooting them, especially if you can pacify and arrest a Heavy. Ammunition is scarce enough, especially in the early game, that you'll want to conserve it for when it's really needed.
  • Punch-Packing Pistol: The 9mm pistol is the most versatile firearm of the four available. It comes with a nine round magazine, has greater range than the shotgun and revolver, and can be fitted with a suppressor for silent kills.
  • Revolvers Are Just Better: Averted. The 9mm is superior to the revolver in every way, barring price and availability of ammunition.
  • Sadistic Choice: Zuev captures two of your officers at one point and it's only possible to save one of them.
  • Save Scumming: Only possible on the easiest difficulty. Normal only gives three saves and hard allows none.
  • Short-Range Shotgun: Shotguns have the shortest range of any weapon.
  • Shout-Out:
    • Wounding twenty perps in the leg nets the player the T-800 achievement.
    • The icon for the "Justice Machine" achievement is RoboCop.
  • Skill Scores and Perks: The game's RPG Elements have three stats for officers; Strength, Shooting, and Speed. Strength allows an officer to move better while carrying weight, Shooting determines accuracy with firearms, and Speed allows greater movement range per turn. Every level, the officer gets to choose a perk, such as "Capturer", which allows long distance arrests, or "Lucky Shot", which lets the officer fire again if they missed a shot.
  • Stealth Run: Can be done on most missions, but a couple of levels involve unavoidable shootouts.
  • Stun Guns: The tazer will non-lethally disable a target for four turns, allowing them to be easily arrested. It takes a further eight turns to recharge.
  • Subsystem Damage: Shooting someone in the arm will disable their ability to shoot and will, untreated, result in their death in six turns. Shooting them in the leg will render them unable to move and also cause them to bleed out in six turns. A body shot will bring someone down entirely and cause them to bleed out in three turns. Finally, a head shot is an Instant Death Bullet. Of course, armour can mitigate this.
  • Tap on the Head: Downplayed. Striking a perp with a baton will not actually knock them out entirely, just stun them for two turns. Same goes for the tazer, which will do the same at range for four turns.
  • You Have Outlived Your Usefulness: After assisting them in capturing Zuev, Jack Boyd turns on the Rebel Cops by wiping them and Zuev out after they've done all the work.

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