Psycho Patrol R Is A Delightfully Nasty Mech Sim From The Cruelty Squad Team

Mikko Perӧsuo. That’s the name of the first person my mech pilot killed in the “line of duty.” All the warning signs were there; back at HQ, multiple cops were concerned about Mikko’s behavior, a farmer increasingly radicalized after his agricultural permits were denied multiple years in a row. One officer said they were worried he “may soon do something he might regret,” but no one did more than gossip. As I left the European Federal Police HQ in my V-Stalker equipped with a Cord-12.7mm heavy machine gun and HX G600 battle rifle, I heard gunfire. Or rather, I felt it bouncing ineffectually off the EFP Standard Armor, not so much as chipping the paint. Almost reflexively, I took aim at the lone gunman and pulled the trigger.
This is Psycho Patrol R, a new game from Cruelty Squad developer Consumer Softproducts that launched earlier this week in Early Access. You play as a mech pilot in the European Federal Police (EFP), engaging in skirmishes and detective cases in a surreal vision of the EU where “every quest is a side quest,” as the Steam description puts it. Basically, it’s an open-ended immersive sim with giant robots where you play as a dirtbag. It also happens to be obtuse, strange, punishing, and tailored towards a very particular kind of sicko, but if it clicks, you’ll probably spend far too long searching its dark corners for answers and excuses to fire high-caliber machine guns.
In the hallucinatory opening, a low-poly man with a smiling holographic face tells you that the Federation of Pan-Europa is in a state of panic due to the upcoming “great human extinction event.” He says you are “the last individual left on Twin-Terra with an iron backbone and a strong sense of justice. A fitting hero for the federal age.” He then recites the federal pledge: “I PLEDGE TO UPHOLD THE LAW AND THE SANCTITY OF THE STATE, I SUBMIT TO THE HOLY AUTOMATISM OF ACTION. CIRCULATION OF BLOOD IS CIRCULATION OF POWER.”
From here, I’m thrown into the shoes of a custom-created cop defined by unexplained stats like “Bioenergy” and “Lack.” There’s no mini-map or initial quest marker, so I stumble around this office made from blocky PSX-styled graphics until I eventually find Lorenzo Visconti, who is apparently my boss. He rambles about the real-world Austrian psychoanalyst Willhelm Reich and his concepts of “muscular armor,” insisting Reich’s theories are the cornerstone of his unit’s policing and must be followed to act as “pragmatic anti-hitlerite officers of the law” (while many of Reich’s theories are absurd, like the idea that a cosmic sexual energy called orgone could cure cancer, he was also an anti-fascist who wrote a book called The Mass Psychology of Fascism).
Lorenzo then spouts psychoanalytical nonsense about the collective consciousness before giving you a mission to investigate something called “SLS Panic,” a “psychohazard” reaction to rumors that Sodium Lauryl Sulfate-based products, like shampoo, can cause disease and hair loss; he wants you to find out who is spreading this information and put a stop to it. While he claims this needs to be done because these alleged lies will spread discord, it seems like you might actually be doing the bidding of SLS-dependent companies, calling to mind Consumer Softproducts’ previous game and its corporate-sponsored assassinations.
The ridiculousness of Lorenzo’s words is further emphasized when, after receiving this lecture on how the precinct’s Rechian approach is what differentiates them from “vulgar authoritarian policing,” you step outside and immediately blast a guy into pixelated bits. The contrast between words and actions is as sharp as Cruelty Squad‘s capitalism-bashing messaging, and in this case, the team directs its barbed satire towards the oxymoron of “ethical policing.” Because, despite your leader’s grandstanding, you face no consequences whatsoever when you accidentally (or intentionally) trample on innocent civilians in your several-ton mech suit (unless you squish a cop, of course). In fact, you’re frequently rewarded for this collateral damage because passersby drop pocket change when they die, letting out a cartoonish “ka-ching” as you collect your prize.