Main game
3.73 average rating based on 132 ratings
Ready or Not excels at capturing the unnerving speed with which a tense encounter collapses into irreversible consequences. The game's greatest strength lies in this simulation of snap judgment: the way a twitch of uncertainty becomes a tragedy, the way a single misread gesture can shatter the illusion of control. It offers a haunting sense of how thin the line is between procedure and panic, and how easy it is to misstep even when you are trying to do everything "right."
But the experience is complicated by the aesthetic architecture that surrounds those moments, such as the fetishistic devotion to gear, the devotional framing of tactical heroism, and/or the damn near devotional loyalty to a very particular vision of policing. The slogan "bring order to chaos" found in the hub and listed as a goal in each mission is less a mission statement than an ideological presumption. The world of the game is one in which the player is an unquestioned extension of state authority, and the "chaos" that must be subdued is disproportionately embodied by the poor, by immigrants or foreigners, and by people of color. The fantasy is categorically not neutral, leaning toward a particular political appetite, a …
Ready or Not excels at capturing the unnerving speed with which a tense encounter collapses into irreversible consequences. The game's greatest strength lies in this simulation of snap judgment: the way a twitch of uncertainty becomes a tragedy, the way a single misread gesture can shatter the illusion of control. It offers a haunting sense of how thin the line is between procedure and panic, and how easy it is to misstep even when you are trying to do everything "right."
But the experience is complicated by the aesthetic architecture that surrounds those moments, such as the fetishistic devotion to gear, the devotional framing of tactical heroism, and/or the damn near devotional loyalty to a very particular vision of policing. The slogan "bring order to chaos" found in the hub and listed as a goal in each mission is less a mission statement than an ideological presumption. The world of the game is one in which the player is an unquestioned extension of state authority, and the "chaos" that must be subdued is disproportionately embodied by the poor, by immigrants or foreigners, and by people of color. The fantasy is categorically not neutral, leaning toward a particular political appetite, a mode of cop-worship that blurs into power fantasy, and sometimes into outright pandering to the alt-right imagination of a nation forever on the brink.
And yet - and this is the fuckin maddening complexity - there are moments in which the game seems to strain against its own framing. Certain levels are genuinely uncomfortable. The mission that forces you to clear out a group of unhoused people taking shelter from a hurricane is a perfect example. I'm not convinced the developers intended it to be an indictment of anything, as the level feels designed simply as another tactical puzzle. But regardless of intent, the dissonance of the scenario lingers. It makes you think about the absurdity of treating such an act as a "fun" mission objective, the moral vertigo of performing state violence under the banner of entertainment.
The final level takes this tension even further. You can technically complete the mission without obeying a morally questionable order, but the only way to earn a perfect score is to comply. It becomes a kind of meta-test: are you here for the S-rank validation, tail wagging in rhythm with the grading rubric, or are you willing to step outside the system's logic and accept the consequences? Again, I doubt the game intended such commentary but it emerges nonetheless, unbidden, like meaning leaking between the cracks.
This ambiguity characterizes much of Ready or Not. Its world is richly built and at times genuinely gripping. Take the tunnel mission, for instance, which channels a murky, narcotic tension straight out of Sicario, and the game's mechanical depth is substantial. The developers clearly care about this project so the seemingly frequent accusation that they are lazy or indifferent is flatly unserious. The game is sprawling, intricate, and polished with obvious effort.
But it's also a work at war with itself. The attempts at storytelling are ambitious but inconsistent, leaning heavily on shock while lacking the thematic scaffolding to bear that weight. The container ending, for example, is horrifying in a way that hits - and fuck, did it hit - but the horror feels disconnected from any larger insight. The missions are all framed as negotiations having "failed," even when the scenario doesn't support that claim. You find yourself raiding security guards simply doing their jobs, as though every situation must be retrofitted into the same hyper-threatened worldview. There are no women officers. There are moments, characters, entire plot threads that feel accidentally revealing of the game's unexamined ideology, none more so than the misandrist cult, which plays less like satire and more like a pulp fantasy lifted from an angry subreddit.
This is why the game often approaches, and sometimes crosses, the line into farce. Its realism is convincing enough to disturb, but too intellectually shallow to support the disturbing things it evokes. To borrow from a Kotaku review that I found really echoed my sentiments, at its worst, the game slides into something like "paramilitary cosplay with fascist overtones, a violent political fantasy with no real capacity for self-interrogation" (paraphrased). It trains the player to fear every face, to accept the premise that the world is collapsing under criminal threat, that violence is the only meaningful language, and that authority is the lone bulwark against chaos. That this arrives in an era reckoning with police brutality is… telling.
Yet for all these issues, the game is undeniably affecting. I found myself thinking about it more than most titles in recent years, not only the overt horror of its late-game revelations, but the quieter horror of its implications. The game asks us implicitly how comfortable we are turning school shootings, human trafficking, and urban despair into setpieces for entertainment. It's not that the game is exploitative in the frivolous sense, because it does make an attempt to approach these topics with a seriousness rare in the medium. But seriousness doesn't absolve discomfort. If anything, it heightens it. It feels a bit like "No Russian" stretched into an entire design philosophy: a willingness to place the player inside atrocities and ask them simply to proceed.
In the end, I can only give Ready or Not a 3 out of 5. Not because it fails to provoke, but because its provocations are simply disconnected from reflection. It's a game of extraordinary craftsmanship and muddled consciousness, impressive in its reach but unsure of how to interrogate the world it so meticulously recreates. And yet, for all my reservations, it made me uncomfortable - sometimes in the ways it meant to, and sometimes in ways it almost certainly didn't. It's a mirror held up to a culture that produces entertainment out of realworld nightmares, and the extra horror comes from recognizing that some of the most extreme scenarios it depicts are exaggerated versions of things we suspect actually exist, protected by systems too powerful for us to touch. It's clumsy, but it's undeniably powerful, and I appreciate my time with the game for that.
May be a realistic game. Nervous. But I don't find much fun in it.
It should be much better if there are tutorials to teach you combat skills.
Motion sick as well.
Ready or Not is a superb mechanical facsimile of 'SWAT 4', delivering on intense and tactical co-op thrills with tons of levels.
It's current lack of a true campaign and technical problems prevent it from being a true classic in its own right, but it still manages to deliver where it counts.
This game is very difficult there are some minor things I would change but the real world setting and the lore of the world is amazing as a city finds itself in more and more difficulty scenarios and the little Easter eggs you can find to other levels as a progressive story is good. The difficulty very much changes from mission to mission but still enjoyable the only thing I dont like is I wish there was a quit restart button when you mess up a level instead of loading to the precinct just to walk over to the table again to play the mission again. Its annoying overall very fun especially with mods and friends.
Meh. Gave this up after having a go at "Ides of March" about a dozen times and getting completely wiped each and every time. You, just dont really have a lot of tactical control over your squad, it seems.
Multiplayer would work better maybe. Enemies have this annoying tendency to know where you are and shoot at you through walls or doors you are behind or near.
Dont know how i feel about this. I enjoyed the SWAT3 and SWAT4 formula being used here. I think i just forgot how hard those games were. the maps and missions seem fantastic. Execution and playing this is frustrating for me though. Everything is fairly quite complicated from issuing commands to using tools to operating a weapon... (slightly brings back memories of RECEIVER 2). Things never go the way you expect, and theres lots of random chaos lol. A lot of stuff is also not very clear (what barrel attachments due, how things compare, etc.) in game. It's also got enough little things to nitpick at if you want to (crashes, bad UI in some spots, lighting/glare that can blind you)
Best played in short, controlled bursts when you're on top of your A-game. I tend to run the same mission over several times and call it a night.
Had my eye on this for a while and finally bought it a few days ago. Weirdly I bought Rainbow Six Vegas 2 again on sale around the same time... I had such a hard time in Ready or Not that I ended up letting off some steam in Rainbow Six. The mechanics are similar, with rainbow six being a much simpler version. Looking forward to learning the advance controls and mechanics in Ready or Not.
Interesting to see how these games have evolved over time. I've heard SWAT is a favourite amongst players too, never played it myself though.