Door Kickers 2 is an extremely well crafted indie game that couldn't be simpler to work with. you buy it, install it, and that's all there is to it; no microtransactions, nickle-and-diming, no FOMO, nothing. you get the whole thing right away. The whole thing, in turn, consists of a tightly crafted strategy game that somewhat blurs the lines between real time and turn-based combat in a similar fashion to FTL:Faster Than Light, with its freedom to pause the game at any moment to make complicated decisions or complex maneuvers involving multiple troopers. It's extremely approachable - you won't need crazy reflexes or gaming skills to play, all you need is a few braincells and the ability to click a mouse and a spacebar. While this means the game is extremely easy to get into, it has a -lot- of advanced techs, tricks you can learn, nuances in equipment and trooper customization and more advanced strategies and maneuvers. The maps are often highly destructible, collateral damage and civilian casualties a frequent risk, and your opposition frequently is well entrenched, outnumbers your troopers, and has more than enough firepower to swiftly end your mission moments after you start the mission. The existing campaign structure does a good job easing you into more complex missions however, as early encounters only involve 2-4 troopers fighting less than 15 enemies on average. Things swiftly start becoming more demanding and complicated once you start going for the various campaigns, such as Indian Country, which will frequently require you to navigate slums LOADED with civilians and potential terrorists hiding in every corner, sometimes ambushing you from blind spots, all while prohibiting simpler solutions like "throw a frag grenade at the problem until there isn't a problem" due to all the civilians in the area. Other campaigns include executions of prisoners, where being even remotely sloppy in your approach will escalate a hostage situation into a bloodbath where your foes start murdering prisoners as a deterrent. Other times, there are BOMBS primed to explode that you absolutely must defuse in time, placing a clear time limit on your mission. Some missions can be best described as "would you like to break into a bunker? would you like to do that IN THE FRONT? do you think that is a good idea? do you want to painfully learn why it isn't?" Other missions require capturing important VIP targets alive, a difficult undertaking when they will often be very heavily guarded and may even have an escape route available. Many, many scenarios exist and are available, from arresting dangerous criminals in the middle of populated areas to desert warfare to counter-insurgency operations to taking over enemy encampments or compounds completely full of hostiles and, sometimes, prisoners. All these challenges, and yet you are given incredible freedom in how you tackle them. not only are you able to very granularly customize your troopers, going as far as how many ceramic plates they pack on their vest and what ammo variant they have on their gun, what optics, suppressors-or-not, grenade types and amounts, special tools, and so on, you also have enough trooper classes to arrange your squad into specialized sub-squads. You can also duplicate squads and customize them in completely different ways. Want a Rangers regiment for urban warfare? give everyone M4s, kevlar vests, some frags, some smokes, the occasional flashbang, include LMGs and sniper support, have a couple breaching charges and go to town. want a quieter, sneaky unit for hostage rescue work? make a second Rangers regiment with everything the first one has but its own loadout setup and just give everyone suppressed MP5SDs, exclusively equip them with smokes and flashbangs, consider sticking to raid-class armor (only including armor plates in front, so your troopers are unarmored to side or rear, but lighter and thus more mobile), heck, add spy cameras to peek under doors before stomping buildings, bring slap charges to breach windows and doors without accidentally killing hostages or civilians in a blast... All units have unlockable equipment options, which can also be cheated effortlessly if you don't feel like grinding things out, or lose your progress for some reason or another, all it takes is a little detour to the game's files and editing a text document on wordpad. It's very accessible, made entirely to let you customize your troopers to your exact needs... ...and that's not even all you can do, because Rangers are just -ONE- of the available units. Rangers provide you with well-equiped generalist soldiers with good capabilities and equipment, but you also have the Militia SWAT unit, a low-budget paramilitary force of locals that trades the modern gadgets and convenient firepower for SWAT shields, low-deployment cost of fodder units (which are actually very capable if placed and used correctly, militia can absolutely hold a chokepoint and provide safety to your better equiped entry team) and specialized sapper / EOD units with more destructive tools crammed in just two dudes than half the ranger squad can normally field. And if you want to be a sneaky subtle ninja, there's also the CIA, with undercover operatives able to traverse the map undetected, assassinate key targets quietly, and Black Ops troops with a great variety of gear and the firepower to either be a distraction for your undercover units to sneak by, or to work as an extraction team to recover your spies. All these tools and possibilities available for you to put in use on the various campaigns the game comes with, from the intro/tutorial levels of FNGs Welcome to Indian Country, Deck of Cards, All the Way, and even a relatively robust procedural map generator that can give you hundreds of missions randomly generated on demand. BUT WAIT. THERE'S MORE. you thought the game had all this content? I havent mentioned the part where it is MODDABLE AS HELL and has workshop support. By now there are hundreds of extremely high quality missions, ENTIRE campaigns and custom map packs made by the community, and with updates to the map creation tools it is common for more elaborate maps to include triggers, patrol routes, and as much (sometimes more) mechanical depth and nuance as official maps. There's entirely custom playable units and squads, too, ranging from recreations of real-life armed forces to generic units to memes. I'll take this chapter to give a huge shoutout to people like Levan, Brian, Briz, DBoy - and by now, DOZENS of others - who have been creating very high quality units and mods, such as Task Force TORO, the IoV collection which by itself has several times more guns than the original game and multiple playable squads, the Tier 1 Overhaul that adds nuanced guns and reworked functionality to default weapons and units as well as a black-ops team, the FBI HRT mod that gives you modern police forces and specialized SWAT teams, the Rainbow 6 squad with some of the most refined loadout options I've ever seen in a unit, unique mod tools such as custom fatigues and camouflages for your units... The game has been refining itself for the past year and according to updates regarding future content, all such units will be conveniently useable directly from this very Steam Workshop, with the upcoming doctrines feature that allows you to customize behavior and techniques specific to your unit (so yet MORE customization and strategy opportunities) and an Ironman / Roguelike gamemode where combat losses carry over to the whole campaign. If you enjoy strategy games, some milsim, and shooting games but would like a slightly more RTS-esque approach to things and a greater focus on planning instead of wierlding the gun yourself and clearing rooms in FPS fashion, I genuinely cannot come up with a lot of games that offer as much as Door Kickers 2, let alone for its price.
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