Off-road buggies help the fire department get to rural locations faster, and police horses/bikes ignore any traffic congestion slowdowns.īut all of these unique units feel superfluous. Police and Medic motorcycles, as well as choppers, are quicker but they can only resolve problems on the spot, and not take anyone to jail/hospital (which is needed in most cases). There are numerous car types for each emergency department, and they have key aspects such as staff carrying capacity, client capacity, and speed. The menus are still very awkward to navigate here, as you try to sort through the available units, or add more. You earn money with each completed shift, and can spend it on new units and staff. It's sort of pointless and non-interactive, and you'll never have the time to look anyway.īetween shifts, you have to manage your units and prepare for the next shift. Each call you attend has a quick visualization of what's happening – a very basic drawing of your units performing an action. Traffic congestion can slow your units, and a new fire mechanic requires you to prevent a large blaze from getting out of control. Natural disasters can occur, summer time can bring heat waves, blackouts, and more medical/fire calls. The types of calls you get vary depending on time of day and weather. The game never finds a good pace in its more difficult stages. In later campaign stages, you end up in a loop of constantly pausing and fast forwarding time in order to both make progress and not be completely overwhelmed. This takes time, so you speed it up in order to get things done and feel like you're making progress. Fire trucks must return to the depot to refill their water. Then, you resume time again and wait for your units to drive to their destinations, resolve it, and if needed bring people back to hospitals/jails. Even on normal difficulty, the amount of calls that appear each shift can easily overwhelm, so you'll have to pause time often and ensure all calls are being attended to. Each icon is an emergency situation – from someone having a heart attack, a robbery in progress, a traffic violation, or a cat stuck in a tree. Your job during each shift is to manage a variety of first responder units – police, fire, and medical – and send them across a 2D map to where they are needed. The mechanics remain entirely the same in this new entry. Even though we're in Europe, playing in English results in the same cutscenes, dialog, emails and situations regardless of what country you pick, as if you're still in America. Regardless of what city you pick in the campaign, the vast majority of scenarios will be exactly the same, so it seems like artificial content padding. But most of it is just fluff that is largely uninteresting. Compared to the previous game, the campaign tries to expand its mechanics by adding a brief intro cutscene, lots of emails, as well as dramatic storylines across your tenure, such as being aware of a killer on the loose in the city. You can choose the difficulty, which determines how many calls you get and how harsh the reputation penalties are for failure. In the campaign, you get a few major cities to play in, that gradually open up with each shift. It may be neat to see a location you’re familiar with, like your own city (even if it's outside of Europe), and some real addresses come up in the emergency calls, but it’s just randomized locations that have little impact on how you do things. The campaign lets you select from one of the major cities, and in Free Play you can choose almost any city, but the gameplay experience doesn't change at all apart from the map. 112 Operator takes players to Europe, where you are once again put in charge of an emergency control center.
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