- COP BASTARD playtest focuses on fast first-person combat, destruction, and exaggerated action-movie violence.
- Locked doors open after enemies in the current room are defeated.
- Weapon variety includes a pistol, Uzi, shotgun, revolver, and double-barrel shotgun.
- Best survival habit is staying mobile while watching health, ammunition, and explosive props.
- Demo structure uses checkpoints and ends after a short, combat-heavy building escape.
COP BASTARD Playtest Overview
The COP BASTARD playtest presents a compact retro-inspired action FPS built around direct movement, aggressive gunfights, and highly visible destruction. The demo takes place in Japan and sends protagonist Katashi through enemy-controlled interiors, warehouses, and connected combat rooms. Its design avoids puzzle-heavy progression and instead emphasizes opening routes by clearing hostile encounters.
The central loop is straightforward: enter a room, identify threats, use the available weapons and environmental hazards, then locate the next unlocked door. The demo rewards momentum more than cautious cover play. Enemies can remain standing through repeated hits, while explosive props, blood effects, sparks, and destructible objects make each encounter visually chaotic.
Video Highlights:
- Fast corridor combat with pistols, automatic weapons, shotguns, and revolvers.
- Locked doors that open after all enemies in the area are eliminated.
- Destructible walls, explosive fire extinguishers, vehicles, and environmental clutter.
- Checkpoints that help reduce the cost of failed combat attempts.
- A short demo ending that introduces Katashi’s larger story potential.
| Demo Feature | What It Means | Practical Takeaway |
|---|---|---|
| Setting | Japan-inspired criminal environments | Expect warehouses, vehicles, interiors, and organized enemy groups |
| Progression | Room-clearing unlocks doors | Search the current room before looking for a route forward |
| Combat style | Aggressive first-person shooting | Keep moving instead of relying on stationary cover |
| Mobility | Jumping and sprinting are limited in the shown build | Plan around strafing, positioning, and doorway control |
| Checkpoints | Combat progress can restart from checkpoints | Use each checkpoint as a new attempt to refine your route |
Room Clearing
Eliminate every visible enemy before assuming a door is locked permanently. Clearing the room is the main progression trigger.
Destruction
Walls, pots, vehicles, fire extinguishers, and other objects can react dramatically to gunfire or explosions.
Momentum
The strongest rhythm comes from moving between targets, collecting ammunition, and avoiding unnecessary damage.
Action Tone
The demo leans into exaggerated 1990s action-movie energy, loud weapons, gore, and theatrical enemy reactions.
Treat every room as an arena rather than a hallway. Before advancing, identify enemy positions, ammunition, health supplies, and explosive objects that could change the fight.
Combat Tips for the Playtest
The demo’s combat is simple to understand but punishes careless positioning. Katashi can carry several weapon types, and each one supports a different range or encounter rhythm. The pistol is reliable for conserving ammunition, while automatic weapons and shotguns provide stronger close-range pressure. The key is not to force one weapon into every situation.
Enemies may include standard fighters, stronger senior members marked by an indicator, and explosive threats that can punish players who stand too close. Since the shown build does not emphasize jumping or sprinting, movement depends heavily on strafing, doorway management, and backing away from close threats.
| Weapon | Best Use | Main Limitation |
|---|---|---|
| Pistol | Early encounters, precision shots, ammunition conservation | Less accurate during hurried movement |
| Uzi | Sustained close-range pressure and fast target switching | Can consume ammunition quickly |
| Shotgun | Close-range burst damage and stopping clustered enemies | Requires careful distance management |
| Revolver | Deliberate shots against exposed targets | Misses are costly during crowded fights |
| Double-barrel shotgun | High-impact close-range finishing power | Limited availability in the shown demo |
How to Manage Each Fight
- Start with information. Look for enemy silhouettes, elevated positions, explosive props, and possible retreat routes.
- Use the pistol when targets are separated. Its unlimited ammunition makes it useful when conserving stronger weapons matters.
- Switch to the Uzi when enemies pressure your position. Automatic fire can create space, but avoid holding the trigger without a target.
- Reserve shotguns for close threats. A well-timed blast can end a dangerous encounter before enemies surround you.
- Use environmental damage carefully. Fire extinguishers and other explosive objects can hurt you as well as nearby enemies.
- Recheck the room after combat. Ammunition and health supplies may be easy to miss during a loud fight.
| Threat Type | Warning Sign | Recommended Response |
|---|---|---|
| Standard enemy | Regular hostile movement and gunfire | Strafe, prioritize exposed targets, and keep an exit path |
| Strong enemy | Indicator above the target | Use stronger weapons and avoid trading damage at close range |
| Explosive enemy or prop | Visible explosive behavior or object | Create distance before shooting or finishing the target |
| Crowded group | Several enemies attacking together | Use the Uzi or shotgun, then relocate immediately |
| Low-health situation | Health dropping into a critical range | Break line of sight, find a health pack, and restart from checkpoint if needed |
Fire extinguishers and explosive enemies can turn a successful push into a failed attempt. Do not shoot environmental hazards while standing beside them unless the damage trade is intentional.
Step-by-Step Demo Walkthrough
Follow this sequence to make the shown playtest route more manageable. It is designed around the demo’s room-clearing structure rather than a memorized enemy-by-enemy script. Enemy behavior and exact item placement may change between builds, so use the method as a framework.
Tune Your Controls
Adjust mouse sensitivity before entering the first serious encounter. The initial setup demonstrates crouching, shooting, reloading, door interaction, and weapon handling. A comfortable sensitivity makes rapid target switching easier.
Clear the Opening Rooms
Use the pistol to learn enemy spacing and confirm how room locks work. Eliminate every hostile in the area, then check the newly opened route. Avoid wasting shotgun ammunition on isolated targets.
Collect the First Stronger Weapons
Pick up the Uzi and shotgun when they become available. Use the Uzi for pressure against multiple enemies and the shotgun for close-range interruptions. Keep moving instead of standing in the center of the room.
Handle Stronger Targets and Hazards
When a stronger enemy appears, attack from a controlled angle and avoid exposing yourself to several targets at once. Watch fire extinguishers, explosive enemies, and destructible objects before firing.
Use Checkpoints to Refine the Route
If a later encounter drains too much health, restart from the checkpoint and change one decision at a time. Improve weapon selection, movement direction, and the order in which enemies are engaged.
| Stage | Primary Goal | Recommended Approach |
|---|---|---|
| Opening rooms | Learn controls and door rules | Use the pistol, crouch when useful, and clear each room fully |
| First weapon pickups | Build a practical loadout | Keep the pistol available while testing the Uzi and shotgun |
| Mid-demo fights | Survive stronger groups | Stay mobile, use doorways, and avoid explosive props |
| Checkpoint section | Reduce repeated damage | Replay the approach and preserve health before the final push |
| Demo conclusion | Finish the available route | Save ammunition for close threats and follow the final exit path |
A useful habit is to backtrack briefly after a fight. The playtest includes ammunition and supplies that can be overlooked when enemies are making noise. Returning for a missed pickup is often safer immediately after a room is cleared than during the next encounter.
When a door does not open, do not assume the route is broken. Recheck corners, side rooms, elevated positions, and enemies that may still be active in the current combat area.
Health, Ammunition, and Positioning
Survival in the playtest depends less on a complex upgrade system and more on controlling the pace of each room. Health packs can restore lost health, while checkpoints provide a safer reset point after difficult sections. The demo also includes a spit-based mechanic that restores lost spit by hitting enemies, adding an unusual resource loop to the combat.
The most important defensive technique is controlled movement. The shown build does not provide the full mobility package associated with modern shooters, so players should not depend on jumping, sprinting, or vaulting over obstacles. Instead, use corners, door frames, lateral movement, and short retreats to split enemy groups.
Positioning Priorities
- Fight near an exit route. Avoid walking deep into a room before understanding where enemies are positioned.
- Keep targets in one direction. Moving around a doorway can prevent enemies from surrounding you.
- Do not reload in the open. Reload before entering a new room or after creating enough distance.
- Use health packs deliberately. Collect them when damage would otherwise force a risky restart.
- Preserve high-impact ammunition. Pistols can handle isolated enemies while shotguns should answer immediate close-range danger.
- Reset after a bad exchange. A checkpoint restart may be more efficient than pushing forward with only a few health points.
| Resource | Function | Best Management Practice |
|---|---|---|
| Health | Keeps Katashi in the fight | Collect supplies after clearing threats, not while exposed |
| Pistol ammunition | Supports basic shooting | Use it against separated or weakened targets |
| Shotgun ammunition | Provides close-range burst damage | Save it for strong enemies and crowded pushes |
| Spit resource | Enables the demonstrated spit action | Restore it by hitting enemies when the situation allows |
| Checkpoints | Preserve a restart position | Use failed attempts to improve route and resource timing |
The demo’s spectacle can encourage constant firing, but controlled bursts are safer. Track ammunition before entering a new room and keep one answer available for a sudden close-range threat.
Playtest Checklist and Final Takeaways
The available demo is best approached as a focused action showcase. It establishes Katashi, the criminal conflict, the room-clearing structure, and the game’s interest in explosive visual feedback. It does not answer every story question, so players should judge the playtest mainly by its combat feel, weapon handling, destruction, and pacing.
Use the checklist below before considering a run complete.
Essential Playtest Goals:
- Adjust mouse sensitivity and confirm the basic controls
- Clear every enemy in each room before searching for the next door
- Test the pistol, Uzi, shotgun, revolver, and double-barrel shotgun
- Identify explosive props and keep a safe distance from them
- Reach the final demo sequence while preserving health and ammunition
| Playstyle | Strength | Risk | Best Adjustment |
|---|---|---|---|
| Aggressive | Fast room clears and strong momentum | Easy to lose health in crowded fights | Use short retreats after each burst |
| Methodical | Better ammunition and health control | Slower pace can expose you to reinforcements | Move forward after confirming the room is clear |
| Close-range | Makes strong use of shotguns and environmental destruction | Explosives become more dangerous | Check props before committing to a push |
| Pistol-focused | Conserves stronger ammunition | Requires better target selection | Switch weapons immediately for groups or elites |
For most players, the strongest approach combines methodical scouting with aggressive finishing. Enter each room prepared, identify the most dangerous target, then move decisively once the fight begins. The playtest is built around spectacle, but its most consistent victories come from simple decisions: keep an escape lane, avoid explosive mistakes, and choose the correct weapon for the distance.
Play the demo as a movement-and-resource exercise rather than a cover shooter. The more consistently you control distance and target priority, the more enjoyable the destruction-heavy combat becomes.
Q: What is the COP BASTARD playtest?
It is a short first-person action demo centered on Katashi, room-clearing gunfights, destructive environments, and exaggerated retro action-movie presentation.
Q: How do locked doors open in the demo?
The shown progression requires defeating the enemies in the current room. Once the area is cleared, the previously locked route can open.
Q: Which weapon should I use first?
The pistol is a practical starting weapon because it supports basic encounters and has unlimited ammunition in the demonstrated build. Switch to the Uzi or shotgun when groups or close threats demand more pressure.
Q: Can I jump or sprint during the playtest?
The demonstrated build does not show conventional jumping or sprinting. Positioning therefore depends on strafing, doorways, retreat routes, and careful target management.