Pursuit Force vs Extreme Justice on PSP
Pursuit Force turns the car chase into a platform for impossible action stunts: close the distance, leap onto another vehicle and keep the pursuit moving. Extreme Justice expands that idea with a stronger story focus, more vehicles and extra modes. Choose the original for the series’ first campaign, or the sequel for a broader package; either way, learning when to jump matters more than treating every mission as a normal race.

The practical difference between the two games
| Decision | Pursuit Force | Extreme Justice |
|---|---|---|
| Campaign interest | The original introduction to the unit and its case structure. | A follow-up with a more explicit story and team emphasis. |
| Main attraction | Vehicle-to-vehicle action in its first form. | The same idea expanded into larger set pieces. |
| Replay direction | Mission ranks, races and time trials. | Story, Bounty and Challenge modes. |
| Multiplayer scope | Choose primarily for the solo campaign. | Original PSP ad hoc modes were added to the series. |
Our editorial starting recommendation is Extreme Justice if you want one broad sample of the concept. Choose the first game if seeing the campaign develop in release order is part of the appeal. They are separate games, so the sequel is not an expansion that requires an original save.
For other forms of handheld action, use our PSP action games guide. Pursuit Force belongs there as much as it belongs beside driving games: completing objectives and managing combat are central to progress.
Learn the jump opportunity before chasing speed
The original manual explains that a jump icon appears when you are close enough to a vehicle that can be commandeered. Matching position is therefore part of the mechanic. Racing past the target can be less useful than briefly adjusting speed to remain beside it.
- Read the current objective. Know whether the game wants pursuit, protection or another action before choosing a target.
- Close the gap smoothly. Avoid spending the approach bouncing between traffic and barriers.
- Wait for the valid jump cue. Use the prompt instead of guessing from visual distance alone.
- Reassess after landing. Your immediate job may have changed, so look at the new threat and instructions.
- Watch the next road section. Do not finish a successful manoeuvre by drifting blindly into the next obstacle.
Practise one clean transfer before trying to chain several. The satisfaction comes from maintaining momentum through a sequence, but each individual transition needs a reliable setup. Repeatedly failing the approach is a reason to adjust spacing, not simply to press the jump button faster.
Justice and survival in the original game
In the original Pursuit Force, a full Justice bar can be used to restore health and, while driving, vehicle condition. Keep player health and vehicle damage conceptually separate: surviving personally is not enough if the current vehicle is about to fail.
Use the first few cases to identify when the gauge becomes available and where you tend to lose the most condition. Spending a full resource while both gauges are already comfortable wastes its immediate recovery value; saving it until failure is equally unhelpful. Look for a meaningful recovery before the most demanding part of a case.
Confirm your selected control configuration. The original provides standard and alternate layouts, so a guide’s button label is only useful if it matches your settings. Learn the actions—jump, target, shoot and Justice—before relying on muscle memory from another PSP game.
What Extreme Justice adds
Sony’s producer describes the sequel’s solo offering as Story, Bounty and Challenge modes, with activities ranging from driving to sniping and mounted-gun sequences. The developer also explains that the sequel puts its gangs into a more connected plot. This is a broader action campaign rather than simply another list of car races.
Start with Story to learn how the game introduces those roles. Use Bounty and Challenges later when a clear objective is more useful than advancing the plot. That separates learning a section from trying to perfect its score in the same attempt.
Extreme Justice includes mid-mission checkpoints, but a checkpoint does not erase every long or difficult section. If you repeatedly fail after one, diagnose what you bring into that section and what the objective demands. Do not treat the presence of checkpoints as a promise that every failure loses only a few seconds.
The original PSP sequel also introduced ad hoc multiplayer, with different competitive and cooperative formats. That describes the original feature set. It is not a claim that those modes work in a particular emulator or that later console conversions reproduce all PSP functionality.
Native cheat unlocks are not typed codes
The first Pursuit Force awards built-in cheats through strong mission results. Its manual places the toggles in Options, while contemporary guides specify A-rank mission rewards. You unlock an option and enable it; you do not type a universal password to open the entire list.
Those guides also warn that enabled cheats stop normal rewards and high-score recording. Before pursuing a rank or unlock, switch cheats off and check the game’s own warning. Keep a normal campaign save before experimenting, especially if your goal is completion rather than a playful replay.
Do not apply the first game’s reward list to Extreme Justice. The sequel has its own replay economy and unlocks. Likewise, emulator memory patches are a separate system from the games’ native menus. Our save-method comparison explains how to preserve a stable progress record while experimenting.
Make each retry answer a question
After a failed case, identify one cause: lost time, missed transfer, player damage or vehicle damage. Change the decision related to that cause on the next run. If you ran out of time, study the route and delays; if the vehicle failed, stop repeating the same collisions.
A driving-game comparison can help set expectations. Burnout Legends and Dominator focus on their own racing and traffic-combat systems, while Pursuit Force combines driving with scripted action objectives. For a more conventional selection, browse the PSP racing guide.
End a session after a saved case result rather than assuming a pause or temporary checkpoint is a permanent campaign save. A small number of successful, understood cases is a better foundation than many rushed retries whose failures all blur together.
Sources and scope
Original Pursuit Force PSP manual; Sony producer on Extreme Justice modes; Bigbig developer on the sequel’s story; Sony Extreme Justice release announcement; Contemporary Extreme Justice review; Terlob’s original Pursuit Force guide; The_White2086’s original Pursuit Force guide. Edition facts are sourced; practical recommendations are editorial guidance. No personal gameplay or game-specific EMUspace performance test is claimed.