Showing posts with label American Old West. Show all posts
Showing posts with label American Old West. Show all posts

Saturday, September 24, 2011

The Gunstringer

When familiarizing yourself with The Gunstringer's controls, it helps if you can think like a 6-year-old child. In this forced-scrolling shoot-'em-up, your skeletal protagonist automatically sprints through a variety of Western-themed locales, and you just have to worry about gunning down foes while avoiding their attacks. Shooting couldn't be easier. Paint up to six enemies at a time by sweeping your right hand (there's a left option also) across the screen, and then snap your wrist to pepper them with bullets. Forming a makeshift gun with your fingers isn't required, but it sure feels a lot more natural than firing at your pesky foes with an open palm. And if you want to shout "pew pew pew," there's nothing stopping you. There are times when you have to thrust your arm two or three times before it registers, but it's ultimately a small problem because there's little punishment for being a second late. While your right hand is acting as a gun, your left is in charge of movement. Imagine you're holding the crossbar of a marionette. Pull up to jump, swing to the side to dodge, and marvel at how your every action works just like it should. The controls in The Gunstringer feel fantastic and set a great foundation for this goofy adventure.

For the majority of the game, you run through streets lined with cardboard constructions that resemble cacti, saloons, and all manner of Old West props. Enemies leap from buildings and onto the road in front of you, and you gun them down without ever breaking your stride. The Gunstringer is at its best during these free-flowing portions. There isn't quite as much dynamism in the enemy placement as you would find in the best games in the genre, but it's still a joy to gun everyone down with a gunslinger's relish. During predetermined segments, you pop behind conveniently placed cover. Your left hand lets you poke your bold head out from its protective hiding place, allowing you to strike down the swarming baddies with your right hand. Popping in and out of cover feels so smooth that these brief respites are always welcome. At other times, you put your gun away for a spell and focus on jumping. Platforming culled straight from the original Donkey Kong sees you climbing girders while avoiding traps, but this is the weakest portion of the game. It's so easy that you can lazily move your arms without much thought, so you go through the motions until you whip out your gun a few minutes later.


Watch out for the runaway cannons!
There are other gameplay diversions along the way--including a few surprising and memorable boss encounters--but The Gunstringer doesn't rely on variety to propel you forward. You experience most of the different action sequences within the first few levels, and after that, it's just variations of the same themes. This could be seen as a detriment to your long-term engagement, but The Gunstringer's emphasis on ensuring that most of what you do is fun propels it beyond any potential stumbles it could have encountered. There is not one dull moment in the course of this roughly five-hour adventure. You effortlessly move from gunning to platforming to skydiving without any downtime, and every interlude injects something new to keep things interesting. Whether it's a shotgun that lets you gun down a horde of foes in one deadly blast or cantankerous ghosts who desperately try to steal your soul, you never know what to expect around the bend.

Presentation also goes a long way toward pushing you forward. A surly narrator tells the story while you're playing, and this adds a lot to the experience. Although his words don't always line up with your actions, he delivers his pronouncements in a terrifically deadpan manner that makes them incredibly funny. When he says, "Six targets, six bullets--the way God and nature intended," you might nod along with the truth of the statement if it were uttered in a more serious situation. But The Gunstringer presents this as a parody of Old West cliches, so it comes across as a great joke that easily brings a smile to your face. While the narrator skirts the line between funny and somber, the full motion video footage of people watching your exploits is knee-slapping goofy. Real-life actors were brought into a theater and react to what you're doing in hilariously exaggerated displays of emotion. One man does a triple take during one shocking moment, and it's hard to stifle a laugh at his wide-eyed, incredulous expression.a

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Call of Juarez: The Cartel

Sometimes a game’s concept is just flat out better than the final product.  That is the case for Call of Juarez: The Cartel.  The concept is there; a Mexican drug cartel bombs a U.S. law enforcement agency.  In response, the U.S. government puts together a task force to take them down—pretty straightforward story.  Now, take into account the dynamic range of the characters like Ben McCall, a brutal LAPD cop and descendant of Ray McCall (from the previous Call of Juarez titles); Eddie Guerra, a DEA agent with a gambling habit; and Kim Evans, a gang-affiliate turned FBI agent, and you get a pretty diverse range of characters to build a story off of.  Throw in the idea that depending on the character you choose to play as, the story itself can reveal certain things according to that character’s point of view.  Each character has their own personal agenda and reasons for being a part of the case, and those motivations are made clear through cut-scenes and the gameplay itself.  So far the concept seems golden, right?
Well, this is a classic example of how the execution fails to live up to the concept.  Each character has their faults, and they could have built off of these weaknesses to develop characters who you truly can root for in the game.  Instead, what they create are characters that are boring and hard to form a real bond with.  This leaves you not caring what happens to them.

Watch Call of Juarez: The Cartel Launch Trailer
The story is a modern take on the Wild West.  It takes place in Los Angeles and throws in elements of the West.  I guess this was their way to keep the Call of Juarez name on it.  The story is slow to develop and filled with repetitive one-liners.  There’s only so much praise you can get from your partners for blowing people up before it drives you crazy.
The level design is bland and follows a very linear path.  All you do is move down a pathway, shoot the enemies that pop-up, and continue moving.  The rest is just rinse and repeat.  Also, there is a lack of interesting weapons, consisting of riles, pistols, and grenades.  It’s like they updated the year the game took place, but not the weapon selection.  They do attempt to break up the monotony by throwing in some other gameplay mechanics like hand-to-hand fighting and some driving sequences, but they just seem like they were thrown together last minute.

Aside from the gameplay mechanics and design itself, the graphics are not much to look at.  The textures are bland at best and not something you’d expect from a next-gen game.  The guns look like plastic.  Details are nonexistent, and in a game where gameplay lacks, you sometimes have to turn to graphics to enjoy it.  Unfortunately, this game doesn’t deliver on either.
I will say, this game does offer a fun multiplayer experience.  Call of Juarez: The Cartel offers a nice drop-in/out co-op for up to three players.  Before the level is a lobby, designed to look like a parking lot, hotel room, or whatever is appropriate for the upcoming mission.  This is where you can wait for people to join or switch weapons.  The multiplayer modes are actually quite fun.  There is the traditional team deathmatch mode, but they throw a nice partner system spin on it that gives you bonuses for performing actions with your partner.  So rather than running around solo, you have some incentive to stick close to your teammate.  It’s actually quite similar to the “high-five” in Uncharted 3.  One of the strongest modes is Objective Mode, where you and your team must complete a series of objectives.  This could mean getting drugs into your car and driving through the streets to progress to your goal.  Upon arrival, you are met with another objective.  It flows nicely together, and it seems like you are working towards an overall goal rather than a bunch of smaller missions that end right away.

To sum it up, Call of Juarez: The Cartel has great potential, but just doesn’t deliver on it.  The repetitive gameplay, the corny one-liners, and the lackluster graphics make it an unenjoyable experience.  The few redeeming features are multiplayer and the ability to play as three of the main characters to reveal the different points of view of the story.  Unfortunately, the story isn’t one you are likely to care about.

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