Happy New Year, everyone! I know 2025 wasn’t…great, for a lot of reasons. And I know that the whole concept of a new year being some momentous turning point is largely manufactured with nothing to really back it up, but the only way to really go is forward. So, if 2025 has left you damaged, try your best to keep pushing on, and leave as much of that unpleasantness behind you as you can, even if it’s only a little. Which brings us to the first word of the year.
ablative, adj. – relating to the loss or removal of something, often via surgery, melting, or evaporation
Learned from: Cyber-Cop (known as Corporation outside the US) (Sega Genesis, Amiga, Atari ST, PC)
Developed by Core Design, Synthetic Dimensions
Published by Core Design, Virgin Games (1990 – Amiga, Atari ST; 1991 – PC; 1992 – Genesis)
Cyber-Cop was a wildly complex and ambitious game for a system like the Genesis. Not the only first-person shooter on the console, it was definitely the least-approachable. The story of a corporation developing a genetic supersoldier that went rogue, and the government contracting a shadowy spy organization to break in and get evidence (covertly, so as not to chase the corporation out of the country and hurt the economy), is pretty straightforward. If a bit depressingly representative of dystopian capitalism. It’s the execution where things get wonky.
As you’ll see in the screenshot below, there are multiple regions on your character’s body where you can sustain damage. Each of those areas could have various pieces of armor or gear attached to them (from visors, to cybernetic implants, to ablative armor that shears off as it takes damage). And you had to make sure you healed damage to flesh with med-kits (but not too many, because you could develop a dependency, from what I remember–which was baffling at the time, since I’d never seen side-effects to healing before), and damage to cybernetics or equipment with different repair kits. I think the game had an encumbrance stat, so you couldn’t carry too much at once. Oh, and you also had stamina that you had to manage by sleeping or taking stimulants; similarly, you had to keep the batteries on your various gear charged. And…
Really, that’s just the stuff related to gear. The environment (while made mostly of the same gray walls), was pretty interactable, with control panels to use and/or hack, environmental hazards to account for, enemies with different tactics to take down or avoid, and puzzles to solve (including one that involved shifting your view of a hologram so you could see all of a door code, which I always thought was pretty damn cool).
Cyber-Cop was really more System Shock than Doom, rewarding slower, more methodical exploration (despite your stamina and energy constantly draining). But I only ever rented this, and when I had a real-life, 3-day time limit, that sort of approach really wasn’t in the cards. I’d probably enjoy it more now, but at the time, I never really got very far.







