Summary
Highlights
The video introduces the game 'Militsioner' which the content creator has had on his Steam wishlist for a long time. The game's premise involves a single giant police officer monitoring the city, and the player is likely a criminal trying to evade him. The creator discovered a playtest version and decided to explore it.
Upon starting the game, the player character wakes up, and immediately encounters the giant policeman. The policeman is shown to be highly observant, even noticing small actions like drinking coffee. The player has to assure the giant police officer he won't attempt to escape.
The game incorporates a system where the giant's mood affects the environment and escape opportunities. For example, if the giant is sad, certain areas might become accessible. The player must collect items and gather information from NPCs to figure out an escape route. The objective is to acquire a train ticket by 13:00 (1 PM).
The player attempts to flirt with the giant policeman to gain favor and escape. This interaction reveals that the giant's emotions are key to unlocking paths and opportunities. Stealing items like a radio and selling them is a way to earn money. The player also discovers that giving the giant food (like bananas or oranges) can improve his mood.
The player explores various locations in the city, including a pawn shop and a restaurant. The giant's emotions (sadness, happiness, nervousness) directly influence what areas are open. The player encounters other characters, like a cashier, and learns that certain interactions, like giving flowers, can be beneficial.
Several attempts to escape using the train ticket fail, leading to capture by the giant policeman. Each capture results in penalties, such as losing items or incurring fines, and the giant's anger increases. The game seems to reset progress or introduce new challenges after each failed escape.
The player realizes that understanding the giant's mood and environmental changes is crucial. Certain actions, like letting the giant get drunk or causing him to become depressed, can open new escape paths or provide access to hidden items. The player also discovers hidden vents and uses them to move around unnoticed.
The player tries to manipulate both the giant and other NPCs. Giving the giant champagne to make him drunk and using perfumes to improve his mood are successful tactics. The player also learns that reporting other characters to the giant policeman can be a way to acquire keys or tickets, suggesting a more complex social dynamic.
In a climactic sequence, the player successfully uses a distraction (throwing a coffee) to momentarily blind the giant policeman, allowing them to board the train and escape. The intense chase ends with the player finally achieving freedom.
The content creator expresses satisfaction with the game, highlighting its unique concept and exploratory gameplay. Despite being only a playtest, he notes the depth and effort put into the game, praising its innovative approach to stealth and NPC interaction. He concludes by recommending the game to his viewers.