Contraband Police (XSX) Review

Papers, NOW!

Contraband Police might be the most unlikely hybrid I’ve played on Xbox this year. On the surface, it looks like a stiff little border-inspection sim where your biggest thrill should be spotting a mismatched stamp on someone’s passport. Five minutes later, you’re in a beat-up truck chasing smugglers down muddy backroads while rebels ambush your border post. It’s a strange cocktail, but it works more often than it doesn’t.

Players will fill the boots of a newly assigned border officer in the dusty, paranoid nation of Acaristan. The uniforms are stiff, the boots are cheap, and the regime lurking over your shoulder constantly expects you to perform miracles with a clipboard and a crowbar. Your main tool is routine. Individuals pull up in their battered sedans, hand you their documents, and you start comparing dates, seals, photos, and cargo counts. Sometimes the clues are obvious; other times you’ll spend a good two minutes kneeling in the dirt, using the crowbar to break open hidden panels to find the contraband. When you finally uncover a stash of vodka bottles hidden behind a false panel, the payoff hits surprisingly hard.

MSRP: $29.99
Platforms: Xbox (reviewed), PlayStation, PC
Price I’d Pay: $29.99

Contraband Police scratches the same itch that games like Papers, Please tapped into, but with a whole different energy. The loop of inspecting vehicles, catching inconsistencies, and tearing through cargo never really stops being satisfying. There’s a tiny spark of detective work every time a suspect rolls up. The game doesn’t stay chained to the booth either. Players will get pulled into shootouts, ambushes, smuggler chases, and improvised little missions that drive home how unstable and corrupt the region is. These moments break up the monotony, even if they also expose the limits of the game’s action systems. Combat feels serviceable at best. Aiming is touchy and bullets have zero weight sadly. Driving is loose and floaty, like someone greased the tires with disappointment. You’ll still jump into the truck whenever the radio squawks, but you won’t exactly savor the handling.

The biggest strength here is that the world keeps nudging you. New procedures roll in, players are able to upgrade their border post and its facilities. Players border post feels like it evolves in small but noticeable ways. It gives the sim layer some staying power. On the flip side, the repetition eventually sets in. There are only so many times you can check expiration dates before the thrill fades. That isn’t a design flaw so much as the natural lifespan of this kind of game, but it’s something to keep in mind if you burn out easily on routine.

Visually, Contraband Police won’t sell anyone on the power of the Series X. Graphically it’s rough, it’s plain, and it leans on atmosphere more than fidelity. The graphics have a muddy feel, which is odd because I saw gameplay on the PC and visually its much better. The bleak checkpoints and dusty roads fit the tone, though and in a weird way the grittiness helps the fantasy. You’re not meant to feel comfortable here.

Still, there’s a hook. The balance of slow-burn inspection work and sudden chaos gives the game a pulse that a lot of sims completely miss. When you’re marking down discrepancies like a stern librarian one minute and trying not to get shot in a forest the next, it leaves an impression. Contraband Police isn’t polished, but it doesn’t need to be. It’s engaging, tense in all the right moments, and strangely absorbing once you settle into the rhythm. The rough edges in combat and driving hold it back, and the repetition eventually starts to rub, but the core loop is strong enough to earn its stripes on console.

Review copy of game provided by publisher.

Good
  • Gritty atmosphere
  • Fun and engaging gameplay
  • Few genuine twists
Bad
  • Graphics go between muddy and washed out
  • Gunplay feels dated
7.5
Good
Written by
Terrence spends his time going where no one has gone before mostly. But when not planning to take over the galaxy, he spends his time raising Chocobo and trying to figure out just how the sarlaac could pull Boba Fett’s ship with its engines firing FULL BLAST into it’s maw with relative ease; yet it struggled with Han Solo who was gripping *checks notes* SAND!