After a couple of years in early access, Door Kickers 2 version 1.0 is finally out. I could let the number of hours I have speak for themselves but I believe the game deserves more than a few words. So here's my in depth review of DK2.
Organic, demanding, engaging, sometimes frustrating but always rewarding, Door Kickers 2 is a very special game with a unique, addictive gameplay and compelling mechanics that offers hours upon of hours of fun.
-Organic because the game feels very open and never holds your hand. You're never restricted in how you want to play or at which pace. There's no grid or action points. There's always more than one way to solve a problem. There is no clear-cut, right or wrong answer to complete a mission, and usually no two runs of a mission will be the exact same. No matter what squad you choose to play or how you approach a situation, the game never discourages you from doing so. Most of the environment is destructible and with the right tools you can create new paths through walls and fences. There's about eight different ways you can interact and breach doors and gates. Overall, the game's organic nature brings a kind of complexity and depth that's hard to find anywhere else.
-Demanding and engaging in the sense that the game is highly interactive and gives you a high level of control over your units : you manage and think from the point of view of every troop you control in relation to each other. Constant involvement from the player is required and there's always interesting and complex decisions to be made ; you have to deal with a lot of moving pieces. Whether it comes to gear loadout or squad composition, the way you approach a map and overall the amount of things to consider, the game can get pretty cerebral, to say the least. The vast flexibility of actions it offers makes for a meticulous yet engaging exercise in planning and experimentation. It offers a level of tactical and strategic freedom that boggles the mind with possibilities. The game also has a way of simulating the chaos and uncertainty of combat and makes the players think on their feet and adapt to changing situations. The overall experience can definitly feel overwhelming and straight up taxing in the first few hours, and the learning process can be painful, but it's worth pushing on.
It can also feel overly complex and micro-management intensive, especially in the begining, because everything happens on the micro level in DK. But I will say this : micro is the price to pay for precision and higher level of control. Now don't get me wrong, you can always throw your troops in a general direction and hope for the best, but in my opinion the game starts to really shine once you learn to manage your troops efficiently. For example, you will notice that bumping the muzzle of a rifle into a wall will make that trooper compress his gun. There will be a delay until he's ready and able to engage a possible threat. This second is enough to cost that soldier's life, and possibly the whole squad after that. This is preventable by adding one or two more commands to his path or by simply chosing a shorter gun that can manoeuvre better in close quarters. Precise CQB movement and more complex formations will also require more input from the player to be effective. There's a lot more situations like this where "micro-ing" will give you an edge in combat and these little things become noticeable with playtime. It might feel tedious at first but I can assure you that it gets faster with practice and playtime. Don't expect high RTS levels of click rates but it can get pretty busy especially since most actions are done with the mouse and keybinds are rare.
-Sometimes frustrating because the game has an element of randomness which in a way, I find to also be addicting. Arguably, it also adds replayability. You can run the same plan mutiple times and you'll notice that sometimes you'll win a gunfight, sometimes you won't. Want that clean run challenge where nobody gets injured at the end of a mission? It won't always be up to you and it won't always 'feel' fair. You don't do any of the shooting after all ( for the most part ). Sometimes you can do everything right and still lose. Now don't get me wrong, despite some things being out of the players control, the game is still very much skill based. Some people consistently suck at XCOM, others are consistently good. Are they just lucky? No, they understand the game and they're skilled at it, despite its RNG aspect. I'd argue this also applies to DK. You will probably remember the times where it was against you more than the times it was in your favor.
Weapon choice and most importantly tactics will give you the edge you need to win gunfights : it's about putting the odds on your side. The game makes you responsible for most of the actions of your troops and so it's completely on you to keep them alive. For example if you expect engagements to be at a certain range you can equip different weapons, scopes and ammunition accordingly or you can try a different approach. I think a lot of new players won't like this side of the game because it can make gunfights feel like a coin toss, depending on how you play of course. After a while, you are able to feel when you're going to lose or win an engagement. Also, remember that "chaos and uncertainity of combat" part? Well, this is part of the game. You either learn to enjoy it or you go back to playing chess like the nerd you are.
-Rewarding because almost every decision you make has a direct impact on gameplay. The game is challenging and the feeling that comes with finally completing that complex hostage rescue operation in a surgical way or a bomb defusal mission against all odds really is something special. It has that capacity to make you feel like a tactical mastermind when you finally overcome an obstacle by thinking out of the box and being creative. Or when you get that flank or that perfect synchronized entry into a building. Figuring out and overcoming some of the toughest maps the game has to offer is a unique experience that's hard to forget. I also find the game has a certain beauty to it when you manage to get perfect coordination and cohesion between your squad. Watching that feels like a highly choreographed dance when everything just clicks and flows.
Although the game might appear simple or casual at first sight for many, DK2 has quite a learning curve and skill ceiling. It is accessible and easy to get into but the more you play the more you'll find that the small things matter and have an impact on gameplay. The game has many subtleties and nuances but also depth that start to reveal themselves once you get the hang of it. I'm still learning little things and improving after my time in it. I highly recommend new players to not skip the tutorials and come back to it if necessary.
I have a lot more to say about the game but steam won't let me, so here's my conclusion.
When it comes to engaging tactical combat, rewarding gameplay and organic planning, it doesn't get better than Door Kickers 2. It's a dream game for me and there's just nothing else like it. Everything mentionned in this review makes for a compelling, polished, high quality strategy/tactical action game with insane replayability and hours upon hours of interesting gameplay and near infinite amount of content. It scratches that military-tacticoolness-door-kicking-CQB itch like no other game can and I still find it engaging, exciting and fresh everytime I launch it. CQB lovers, tactical masterminds and larpers alike will feel right at home in this indie masterpiece.
For a game made by a very small team I think this is a big success and something they can be extremely proud of. This title is an underated gem and I hope it will have a long life ahead. I can't recommend it enough.
Time to say goodbye. ( check my maps and my YT channel )