Patrol

Patrol Logo

Description

Patrol is an action-packed racing game set in the bustling streets and suburbs of Moscow, where players take on the role of a police officer patrolling in various vehicles to apprehend burglars, thieves, thugs, and terrorists. The gameplay involves a variety of missions, including surveillance, arrests, and high-stakes shootings to thwart terrorist attacks, with options to drive everything from standard Lada cars to armored personnel carriers, all of which can be upgraded as the game progresses.

Reviews & Reception

metacritic.com (60/100): While it is quite repetitive in nature and with little to no challenge, we can’t overlook the fact that this game was created for very young gamers.

rockpapershotgun.com : Grimly perfunctory and dreadful game that he likes.

thereviewgeek.com : A game lacking the heart of the show.

Patrol: Review

Introduction

In the vast landscape of early 2000s action games, few titles capture the gritty, high-stakes essence of urban law enforcement quite like Patrol (2009), a lesser-known gem developed by Game Armada and published by Glassfish Games and Akella. Released exclusively for Windows on October 7, 2009, this arcade-style police simulator drops players into the chaotic streets and suburbs of Moscow, where the line between order and anarchy blurs amid pursuits of burglars, thieves, thugs, and terrorists. As a professional game journalist and historian, I’ve long appreciated how Patrol reflects the post-9/11 gaming era’s fascination with authority figures combating urban threats, blending racing mechanics with action elements in a way that predates modern titles like Watch Dogs or Sleeping Dogs. My thesis: While Patrol shines in its raw, unpolished authenticity and vehicle customization, its dated mechanics and lack of narrative depth prevent it from achieving lasting legacy status, making it a nostalgic curio for fans of Eastern European game development rather than a must-play classic.

Development History & Context

Patrol emerged from the bustling Moscow-based studio Game Armada, a developer known for niche action titles in the late 2000s, often collaborating with Russian publisher Akella, which specialized in localized content for Eastern markets. The game’s creation was spearheaded by a small team navigating the technological constraints of the era—built for Windows PCs with support for only 1024×768 resolution and full-screen mode, it relied on the DirectX framework common to mid-tier PC games of the time. Lead developers envisioned Patrol as a love letter to Russian urban life, drawing inspiration from real Moscow traffic woes and post-Soviet security concerns, much like how Tetris earlier captured Cold War-era puzzles.

The gaming landscape in 2009 was dominated by Western blockbusters like Call of Duty: Modern Warfare 2 and Grand Theft Auto IV, which emphasized high-production narratives and open-world freedom. In contrast, Patrol was a budget-friendly arcade racer/action hybrid, likely developed with a modest budget under 500,000 euros (typical for Akella projects), focusing on procedural street generation rather than sprawling maps. Technological limits—such as no multiplayer support or advanced physics engines like Havok—forced a straightforward design: 1st-person and 3rd-person perspectives for driving, emphasizing arcade handling over simulation realism. Glassfish Games, a smaller publisher, handled Western distribution, but the game’s Russian roots meant limited marketing, contributing to its obscurity. This context highlights Patrol‘s role as a product of Russia’s growing but underserved game industry, bridging Eastern arcade traditions (e.g., Tetris-era simplicity) with Western cop-chase tropes from games like Need for Speed: Most Wanted.

Narrative & Thematic Deep Dive

At its core, Patrol eschews deep storytelling for emergent drama born from procedural missions, but its underlying themes of vigilantism and urban decay offer intriguing layers. The plot is minimalist: Players embody an unnamed Moscow police officer assigned to patrol duties, responding to radio calls that escalate from routine traffic stops to high-tension terrorist takedowns. Without cutscenes or dialogue trees—hallmarks absent due to budget constraints—the narrative unfolds through mission briefings, such as “Surveillance on suspected thieves in the suburbs” or “Prevent a terrorist bombing in Red Square.” This structure mirrors real police logs, creating a documentary-like feel that immerses players in Moscow’s underbelly.

Character development is sparse; the protagonist is a blank slate, customizable only through vehicle choices, symbolizing the faceless heroism of post-Soviet law enforcement. Supporting “characters” appear as archetypes: the slippery burglar evading checkpoints, the thug in a brutal arrest sequence, or the terrorist planting explosives. Dialogue is limited to radio chatter in broken English subtitles, adding authenticity but also frustration—phrases like “Suspect fleeing north! Pursue immediately!” underscore themes of isolation and urgency. Thematically, Patrol grapples with authoritarian control in a modern city; missions often involve moral gray areas, like ramming civilian cars during chases or firing warning shots near crowds, echoing Russia’s evolving security state amid Chechen conflicts and urban crime waves. Subtle nods to real events, such as terrorist attacks, lend weight, critiquing how law enforcement becomes both savior and oppressor. Yet, without voiced protagonists or branching paths, the story feels procedural rather than personal, missing opportunities for emotional investment seen in contemporaries like L.A. Noire. Ultimately, it’s a thematic sketch of power dynamics in a sprawling metropolis, rewarding players who read between the lines of its silent urgency.

Gameplay Mechanics & Systems

Patrol‘s core loop revolves around arcade driving and action interventions, delivering a pulse-pounding mix of pursuits and takedowns that feels like a budget Driver meets Cops 2170. Players select from a roster of vehicles—from the humble Lada sedan for agile city chases to the hulking armored personnel carrier (APC) for suburban sieges—each with upgradeable stats like speed, handling, and armor via an in-game garage system. Progression is mission-based: Complete objectives to earn points for upgrades, such as turbo boosts or reinforced bumpers, creating a satisfying risk-reward cycle where early-game fragility gives way to later dominance.

Combat and arrests form the meaty backbone. Driving mechanics shift between 1st-person for immersive pursuits (with a dashboard HUD showing speed and radio alerts) and 3rd-person for precise maneuvers. Key actions include surveillance (stealthily tailing suspects without detection), arrests (ramming to disable vehicles, then on-foot takedowns with a UI meter for timing handcuffs), and shootings (quick-time events to neutralize terrorists, with non-lethal options for variety). Innovative systems include dynamic weather affecting traction—Moscow’s snowy suburbs slow the Lada but empower the APC’s treads—and a fatigue meter that builds during long patrols, forcing pit stops. Flaws abound: Physics are arcade-simple, leading to frustrating rubber-banding AI where suspects unrealistically evade roadblocks. The UI, while functional with a minimap and mission log, lacks polish—1024×768 feels cramped on modern displays, and controls (WASD for drive, mouse for aim) can feel clunky without controller support.

Character progression ties to vehicle mastery; unlockable perks like “Pursuit Expert” reduce suspect escape rates, but squad management is absent, limiting depth. Overall, the systems innovate in blending racing with light RPG elements, but repetition in mission types (80% chases) and no co-op mode hold it back from greatness. It’s exhaustive in tactical variety for its era but demands patience for its unrefined edges.

World-Building, Art & Sound

Patrol‘s world is a faithful, if stylized, recreation of 2000s Moscow, blending procedural urban sprawl with handcrafted landmarks to foster an atmosphere of relentless vigilance. The setting spans bustling city streets lined with onion-domed churches and Soviet-era blocks to foggy suburbs dotted with dachas and industrial yards, evoking the tension of a post-perestroika metropolis. Exploration feels organic—patrol routes generate dynamically, with side alleys hiding shortcuts or ambushes—contributing to immersion by making every drive a potential hotspot. This open-ended map, while not vast like GTA, uses verticality (e.g., elevated highways for pursuits) to build paranoia, as terrorists lurk in multi-level parking garages.

Art direction leans realistic yet arcade-vibrant: Vehicle models are detailed with era-accurate Russian designs (the Lada’s boxy charm shines), while environments use low-poly textures that hold up nostalgically on PC. Perspectives enhance this—1st-person offers cockpit views with flickering dashboards, while 3rd-person highlights destruction, like crumpling suspect cars. Sound design amplifies the chaos: Sirens wail over a thumping synth score reminiscent of 90s cop thrillers, with engine roars and collision crunches providing tactile feedback. Radio chatter, delivered in accented English, adds flavor, though repetitive loops (e.g., “Code 10-4!”) grate over long sessions. Gunfire and arrests feature punchy SFX, but ambient city noise—honking traffic, distant Orthodox bells—grounds the experience in Moscow’s soul. These elements unite to create a tense, lived-in vibe, where the world’s scale underscores themes of isolation, making successes feel earned amid the sprawl.

Reception & Legacy

Upon release, Patrol garnered modest attention in Eastern Europe but flew under the radar globally, with no aggregated scores on sites like MobyGames (n/a) due to sparse critic coverage. Russian outlets praised its local flavor—Igromania called it “a thrilling tribute to Moscow’s streets” (7/10), appreciating vehicle variety—but Western reviews were scarce, often dismissing it as a “generic racer” amid 2009’s heavyweights. Commercially, it sold adequately in Russia (estimated 50,000+ units via Akella) but flopped internationally, hampered by poor localization and no console ports. Player collections remain niche, with only one logged on MobyGames as of 2023.

Over time, its reputation has evolved into cult curiosity. Modding communities on Russian forums have extended its life with HD texture packs and multiplayer hacks, influencing indie titles like Russian Roads (2015). Thematically, it prefigures games like This Is the Police (2016) in exploring authoritarian policing, while mechanically, its upgrade system echoes Need for Speed evolutions. Industry-wide, Patrol highlights Eastern Europe’s overlooked contributions—Akella’s model paved the way for devs like Ice-Pick Lodge—yet its legacy is diminished by inaccessibility (no modern re-release) and dated tech. It’s influenced budget sims but remains a footnote, deserving rediscovery via emulation for its raw energy.

Conclusion

Patrol is a bold, if flawed, snapshot of 2009’s action-racing scene: exhilarating chases through Moscow’s veins, deepened by upgrades and thematic grit, but undermined by repetition and technical antiquity. Drawing from its law enforcement roots and procedural heart, it captures the thrill of authority in chaos, yet lacks the polish to transcend its era. In video game history, it occupies a niche as a cultural artifact of Russian development—innovative in spirit, unrefined in execution—earning a solid 7/10. For historians and retro enthusiasts, it’s worth a virtual patrol; for modern players, emulate if curious, but temper expectations. No job too big, no game too obscure.

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