![]() While you can’t sell contraband, many motorists are eager to trade basic goods like coffee or toilet paper. However, there are other sources of revenue. Performing a perfect inspection will grant you more money and experience. Every night you’re charged for the upkeep of everything you own, and if you don’t have enough money, you go into debt, which you have one day to solve, or you’re fired. There are a lot of decisions to be made at the border inspection area, most of which stem from your need for cash. It’s a small booklet that combines instructions, reference materials, and lore all in one. The most important asset at your disposal, the linchpin of your operation, is your duty folder. There’s also a UV flashlight for looking for “snake marks,” the telltale sign of where contraband is hidden in a vehicle or on its cargo. Every tool works on a specific part of the car, although there is some overlap between where tools can work. You have various tools at your disposal to get this done: crowbars, knives, pitchforks, and axes. The bulk of your time will be spent at the border gate, inspecting cars and cargo, and looking for discrepancies in documents. The only money you get is the money you earn. It’s a lot to manage, and you bet your support from the government is minimal. ![]() There’s also a civil war between the communist government and the Blood Fist rebels. As a newly appointed border guard, you’re the one responsible for inspection, security, and upkeep at the border post, and you’re on a budget. The old commander of border police was fired for collaborating with smugglers, so now it’s your turn to manage the gates. ![]() The game takes place in the fictional communist country of Acaristan, a land propped up by its metallurgy industry. ![]() That’s where Contraband Police comes in, because this game achieves impactful player choice through simple gameplay interactions.Ĭontraband Police was created by Crazy Rocks, a studio of five based in Warsaw, Poland, that’s been around since 2015. Think of Telltale Games, or the Fallout 4 dialogue wheel for example. It’s the illusion of choice, where your mistakes were inevitable because your path was predetermined. A lot of the time, players are given two choices, both of which lead to the same ending. I’ve heard a lot of bluster from developers about how choices in their game matter.
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