COP BASTARD artwork$12.9991%Very Positive

COP BASTARD Slow-mo gunfights in '90s Osaka

A rotten detective blasts through yakuza-filled corridors with heavy guns, bullet time and a bad attitude.

Is COP BASTARD worth it?

COP BASTARD is worth it if…

  • you want a pure old-school shooter with no puzzles, perks or builds
  • you grew up on 90s action films and badly dubbed crime movies
  • you like short, intense sessions that you can finish in an evening or two
  • you enjoy a game that is openly stupid and violent and knows it

Screenshots

Shooting that hits like a VHS action flick

The whole game is corridors, guns and yakuza, and it never pretends otherwise. You get six weapons, five of them ammo-limited, and they all land hard: the shotgun still hurts a whole group across the room, and the uzi under slow motion is pure carnage. Fights fill the screen with sparks, smoke, steam and yelling, and the aftermath is its own reward: blood splatter, bullet holes, bodies and exploded flower pots everywhere.

When your spite meter fills from kills, you decide what it is worth: slow motion to line up trick shots, or a well-aimed spit on a fallen enemy for health back. One bar is 10 HP, two is 25. Spit early or hold your nerve? That is the whole risk-reward loop, and it works.

Osaka, comic panels and a cop you should not like

Katashi is a genuine bastard with no regard for anyone's life, and the game leans into it. He drops one-liners and blows people away.

The dialogue is delivered in thick, questionable accents, the kind you remember from badly dubbed 90s films, and it is funnier for it. The humor is a real highlight, though it will not be everyone's cup of tea.

What else should you know?

How long is the campaign, and what is there after it?

A first run takes roughly three to four hours, and it does not overstay its welcome. After the credits you unlock a hard mode, and there is an endless corridor survival mode where you manage ammo and health while upgrading your weapons, good for a couple more hours of chasing scores on the leaderboards.

Is it hard, and how do checkpoints work?

It is genuinely challenging. Levels are long, checkpoints are not saved between sessions, and dying sends you back to the last one, so set aside a solid half hour or more per level. The difficulty comes from staying alive, not from complicated systems: watch which directions enemies can come from, and mind the suicide bombers.

Can you jump, sprint or aim down sights?

No, and that is the point. Movement is deliberately stiff and simple: walk, crouch, shoot. There are no aiming down sights, no character builds and no fancy mechanics, in the spirit of the old shooters it honors. If you want sliding and stunts, this is not that game; if you want pure shooting, it is exactly that.

Is the world destructible?

Very much so. Levels are full of breakable objects, so firefights tear the environment apart along with the goons: walls of tiles crumble as you shoot them, glass and pots shatter, and every room ends up a mess. It keeps the maps from feeling static and makes each shootout feel heavier.

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