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G-Rebels wants to resurrect G-Police in a giant open world, question is whether it bit off more than it can chew
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G-Rebels wants to resurrect G-Police in a giant open world, question is whether it bit off more than it can chew

A spiritual successor to G-Police, in a loading-free dystopian open world, with VR and insane graphics. The ambition is exhilarating. The budget of an indie studio, a little less so.

A

Alexandrosse

·20 juillet 2026·7 min read

InsertCoins.press Score

6/10

Verdict

Mixed

Some names bring back memories for anyone who knew the first PlayStation. G-Police is one of them: that aerial patrol game in a rainy megacity, where you enforced the law at the controls of an aircraft, marked a whole generation before sinking into oblivion. G-Rebels arrives with the firm intention of rekindling that flame, and its ambition is dizzying. Maybe a bit too much, in fact, and that's the whole question we're going to ask.

G-Rebels, aerial patrol in a dystopian megacity with no loading screens whatsoever

The context

G-Rebels is a combat flight simulation developed by Reakktor Studios and published by Senatis, available in early access since 20 July 2026 on PC. Owned as the spiritual successor to the PS1 classic G-Police, it puts you at the controls of an aircraft in a dystopian open world full of intrigue, where you're part of an elite unit tasked with maintaining order. A secret mission, of course, throws everything into question, in the best tradition of sci-fi storytelling: are you on the right side, or a cog in a system beyond you? Note that Reakktor is the studio behind Neocron, a cyberpunk MMO as ambitious as it was battered, which already sets the stage for our hopes and our fears.

What it brings: G-Police, with excess on top

What G-Rebels brings back is first a fantasy we'd packed away in the attic: that of nervy aerial combat in a vertical, oppressive city. The game bets on high-speed dogfights and gritty immersion in a gigantic open world. And on that front, the technical ambition is real: the world is presented as entirely free of loading screens, combining modern streaming, dynamic weather, volumetric clouds and realistic day-night cycles. The studio goes as far as offering an insane graphics mode tailored to make the best machines sweat. On paper, it's a sumptuous setting to revive an almost-vanished genre.

The other big proposition is immersion pushed to its maximum. G-Rebels packs a native VR mode with cockpit view and first-person flight, handles keyboard-mouse and gamepad, and even goes so far as experimental support for simmer setups with HOTAS and HOSAS. In other words, the game wants to speak to everyone, from the curious player on a gamepad to the enthusiast harnessed in their home cockpit with a VR headset on. That generosity of access options is admirable, and it reflects a genuine desire to do things right, to deliver not a small niche game but a complete, immersive experience. The content of this early access, with its first chapter of nine main missions, its side missions, its races and its bounty hunting, confirms that will to offer a lot.

G-Rebels, the high-speed dogfights and native VR mode at the heart of the experience

Eyes bigger than its stomach?

And it's precisely here that our honesty forces us to frown, because this mountain of ambitions raises an uncomfortable question. A loading-free open world, cutting-edge graphics, a full VR mode, HOTAS support, several megacities promised in the Atlas Archipelago, races, bounties, a chapter-based story... it's a blockbuster spec sheet, carried by an independent studio in early access. The risk of a project too big for its shoulders is real, and Reakktor's history with Neocron, that MMO which never quite kept its immense promises, only sharpens that worry. Wanting to do everything means risking finishing nothing perfectly.

The early-access status is double-edged on this point. On one side, it's honest: the studio doesn't claim to deliver a finished product, it offers a first chapter and a glimpse of what's to come, building with its community. On the other, it only underlines the scale of the road ahead. An open world of this size needs to be filled, not just modeled, and it's the classic trap of the genre: the immense map that ends up ringing hollow if the content doesn't follow. G-Rebels will have to prove, mission after mission, that its technical excess comes with a game of substance, and not just very beautiful volumetric clouds to fly over.

G-Rebels, the gigantic dystopian open world that will need filling as much as modeling

What we take away

G-Rebels is a project we very much want to love, and for good reasons. Resurrecting G-Police, that forgotten fantasy of urban aerial combat, in an ambitious, immersive, VR-ready open world, is a proposition that immediately speaks to the heart of anyone who knew the original or dreams of a nervy, atmospheric flight game. The desire to do right leaps off the screen, the displayed technical means are impressive, and the first chapter lays exciting foundations. There's real potential here, and a sincerity in the ambition that commands respect.

But we can't ignore the question that gives this article its title. G-Rebels aims very, very high, with the means of an independent studio, and both its past and the nature of its early access invite caution. The bet is exhilarating but perilous, and everything will come down to the studio's ability to fill its immense playground and to go the distance without burning out. For now, you're holding an appealing promise and a promising first chapter, to watch closely rather than crown too fast. We're crossing our fingers that the stomach follows the eyes, because it would be a shame to see such fine ambition crash on takeoff.

Verdict

A spiritual successor to G-Police with outsized ambition, loading-free open world and VR included, whose only real risk is having aimed too big for an indie studio: promising, but one to watch.

Strengths:

  • The return of the G-Police fantasy, nervy urban aerial combat
  • A loading-free open world, technically impressive
  • A native VR mode and support pushed as far as HOTAS
  • An already generous first chapter, missions, races and bounties

Weaknesses:

  • An outsized ambition for the means of an independent studio
  • The risk of the big open world ringing hollow if it isn't filled
  • An early access whose remaining road is still immense

Tested on PC, in early access.

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