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Contraband Police – Life Behind the Checkpoint

  • Writer: Niels Gys
    Niels Gys
  • Nov 7, 2025
  • 3 min read
🔄 Updated for console release

TL;DR

“You’ll spend 80% of your time checking passports, 20% dodging bullets — and real criminals are sipping espresso while you do the paperwork.”

If you’re in the mood for sitting behind a border post in 1980s Soviet-style regime, checking papers, shining lights into mufflers and occasionally blasting a smuggler into the next century—Contraband Police does that with wry competence. But if you wanted to be the clever criminal eating caviar in Havana while the cops scramble, you’ll find yourself sitting on the wrong side of the window.


You signed up for the badge. The only thing you’ll smuggle is disappointment.




Freedom of Crime

Imagine Papers, Please in full 3D, then hand you a UV flashlight and a rifle. That’s basically Contraband Police. You’re not the mastermind smuggler slipping out of customs with a wine crate full of plutonium. No—you’re the one with the clipboard and the badge.


Sure, you get to pursue smugglers, upgrade your station, and live out the dangerous border-guard fantasy. But if you were hoping to steal the goods and fly off into sunset in a stolen Lada, sorry — this game politely hands you the detention list and mutters, “papers please.” The transport and chase bits are there, but the core loop remains the inspection line.



Criminal Fantasy Fulfilment

Here’s where we, the criminal-sympathisers, tilt our glass and sigh in mild disappointment. Because yes, you get the adrenaline of busting smugglers and upgrading your outpost, which is kinda fun. But you don’t get to be the slick smuggler making the deals, ducking drones, slipping into vaults while sipping martinis. No, you’re on check point, asking “Where’s your invoice?” like some fedora-wearing puppet of the regime.


You feel competent. You don’t feel gloriously illicit. It’s like being the henchman cleaning up after the kingpin’s party.



Mission Design

You’ll check documents, scan tires with UV lights, dig under cars, chase down a fleeing vehicle or two, and occasionally shoot at someone who looks at you wrong. There’s action. But it’s like soda-water fizz rather than explosive champagne.


The mission structure is competent, even occasionally charming. But it doesn’t reach “mastermind heist” levels of spectacle.



Money & Progression

Fancy giving yourself a shiny new police car? Upgrade your base? That’s here. You earn cash for inspections and busts. Progression matters.


But from our outlaw vantage point: you’re investing in the system you secretly hate. It’s like buying bonds from your enemy.


Solid mechanics. But if you wanted dirty money and hidden hideouts — you’ll have to imagine them.



World & Sandbox

The setting: a bleak mountain border post in “Acaristan”, 1981. Very Eastern-bloc, very grey, very bureaucratic. It nails the mood.


But open-world? More like “a small open-ish drive zone” rather than a sprawling crime playground. The driving fracturing into chaos is a recurrent complaint.


If you wanted to feel like a smug border guard in 1981 behind barbed wire — perfect. If you wanted to feel like Tony Montana? Bring your fantasies elsewhere.



Crew & NPCs

You’ll meet drivers, smugglers, gangsters, your own team of border inspectors. They don’t have the charisma of a mob family’s inner circle. The NPCs are functional rather than legendary. You won’t walk away quoting them at parties.



Police & Law Response

Ironic, isn’t it? We leaf through the law, we’re “the law”. But the law then turns up at our station (via ambushes, rebel attacks). Some of that works well—some doesn’t. Driving, AI and mechanics stumble.


From our vantage: “being the law” is less glamorous than “breaking the law”.



Style & Atmosphere

Mood? Absolutely. Cars with rust, grim concrete outposts, 1980s synthesiser hum in the background. Atmosphere is the highlight.


But graphics? A little tired. Ten-year-old visuals.



Replayability

There is an Endless Mode added later.


The campaign offers some choices. That said: many players felt the novelty wears thin after a few hours.



Multiplayer

None. Zilch. You’re on your own, manning the outpost.



FAQ

Q: Is Contraband Police worth buying in 2025? A: Yes — if you like weird simulation hybrids and don’t mind being the cop. No — if your heart beats for criminal freedom and midnight deals.
Q: Can you play as a smugger instead of the guard? A: Nope. The game hands you the uniform, the clipboard and the moral ambiguity. The criminals stay off-screen, sipping coffee.
Q: Are the updates meaningful? A: Somewhat. There’s an Endless Mode added, performance fixes on PC/Steam Deck. But the core experience remains the same.
Q: How’s the driving/shooting? A: Let’s say it’s… enthusiastic rather than polished. If you hate clunky controls—beware.
Q: Will I feel like a criminal overlord? A: You’ll feel like the person preventing the criminals overlords. If that sounds appealing—go for it. If not: subscribe to our underground newsletter instead.

 
 
 

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About the Editor
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I'm Niels Gys, founder and editor of CRIMENET GAZETTE. I write about crime, heist, villain, and horror games because somebody has to separate genuine criminal masterpieces from games that couldn't organize a successful mugging.

Outside the website, I'm the frontman of JETBLACK SMILE, a Belgian rock 'n' roll band that sounds like bad decisions played through loud guitars. Turns out writing about chaos, criminals, and morally questionable life choices isn't all that different from writing songs.

I started CRIMENET because too much gaming coverage feels afraid to have an opinion. Reviews become press releases, every game is "solid," and somehow everyone leaves happy except the reader.

Not here.

CRIMENET covers crime, heist, villain, and horror games, alongside the occasional film or series that earns a place in the criminal underworld. Not the heroic kind. The kind where you rob banks, build empires, betray your crew, or become the monster everyone else is trying to survive.

I don't do review scores. The internet already has enough people arguing whether a game deserves a 72 instead of a 71, like they're negotiating a hostage release over a single percentage point. I'd rather tell you what the game actually feels like to play and whether it's worth your time.

Every article is built on research, evidence, and an unhealthy intolerance for mediocre game design.

 

Strong opinions are welcome. Invented facts are not.

Think less "trusted reviewer."

More "your inside man in the digital underworld."

I'm not here to save the world.

I'm here to tell you which crimes are worth committing. 🤘

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