There’s a satisfying arcade feel to dodging bullets and dropping gaggles of gangsters with carefully placed headshots, especially when each cold and efficient kill comes with a colourful splash of point multipliers. 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. You’ll smash down tens – maybe hundreds – of flimsy doors to get to the goons within.
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