It's interesting how the best games using the American Wild West in recent years have come from a British Studio and a Polish studio.
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Call of Juarez: Gunslinger
Developer: Techland games
Publisher: Ubisoft
Release Date: 2013
Platforms: PC, Xbox360, Playstation 3
Genre: First person shooter
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This review is based on the PC version.
Call of Juarez: Gunslinger is the fourth game in the Call of Juarez franchise by the Poland-based development studio, Techland. It is a return to the game's Wild West roots, and was considered something of a welcome return to form ofter the lackluster (at best) third outing of the series, Call of Juarez: The Cartel. Bringing back a number of elements form the earlier games in the series, as well as making it something of a side-story so that new players could easily jump in, plus a strong and not-often-used framing device. Gunslinger managed to gain a much higher degree of critical praise, equal to the original Call of Juarez and its prequel, Bound in Blood.
The story begins in Abilene, Kansas in 1910. A dusty old gunslinger has come to town, and makes his stop at the first bar he can find. He introduces himself as Silas Greaves, just a man passing through to handle a little business. However, someone at one of the tables recognizes that name as one of the legendary bounty hunters of the wild west, and offers him a drink if he'll tell his story. He soon has an audience in the saloon consisting of Ben, the bartender, Molly, the saloon girl, Dwight, a wide-eyed young man who grew up on the fantastic tales of the Wild West as related through dime novels, Steve, a crusty old prospector, and Jack, a skeptical local. In exchange for drinks, Silas begins to spin the yarn of his 40-year hunt for revenge against the outlaws who did a horrible wrong to his family, with little indication as to what's true, what's half true, and what may just be all made up.
The gameplay consists of a fairly competent but conventional modern first-person shooter action with a couple of twists. The game is played from the first-person perspective, with accuracy increased by aiming down the ironsights. Being that there are no steampunk shenanigans in this game, the player is generally limited to more authentic weapons of the time. The three basic types are- revolvers, which can be used singly or in pairs, and are good for mid-range shooting, plus also come in two general varieties- regular revolvers, which are stronger and more accurate, and quickshooters, which fire very quickly and reload much faster than the heavier variety. Then there are rifles, which are best for aimed, long range shooting, and then shotguns, which are amazingly powerful but have very limited ammo capacity (As many of the game's events take place before the invention of the pump-action shotgun). The player also has access to bundles of dynamite, which serve the same purpose as grenades. However, the player can trigger an early explosion by shooting the dynamite in mid-air, which also applies to dynamite thrown by enemies. Silas is not amazingly durable, but he does have regenerating health, which is easily tracked through visual and audio cues- every time Silas is hit, a tear appears in the screen, which closes up over time. To prevent the player from instantly dying from unwittingly stepping into a bad spot, there is also the "Sense of Death" mechanic- if the player is about to receive a fatal bullet, this ability slows down time and allows the player the chance to dodge it in a quick time event and regain all of their lost health. This ability is on a cooldown, and doesn't work against dynamite or gatling guns, so it is not infinitely abusable. The player also has access to "Concentration", an ability that temporarily greatly slows down time and also highlights enemies, allowing the player the time and perception to pick off enemies much more easily than normal, and is refilled by killing enemies. There are also scripted quicktime events where the character can quickly dispose of a group of enemies, however passing those is never required to advance during the normal play of the game. In addition to the story mode, there's an Arcade mode, which is about going through a map and getting the highest score possible, and there is also a showdown mode, which is a set of duels with all of the game's major antagonists.
There is an experience and skill system in the game, and the player earns XP mainly by shooting the bad guys. There is combo chaining, and more XP is given for trickier kills, like headshots, shooting opponents through certain kinds of cover, hitting enemies that are running, and stacking these conditions together gives a commensurate bonus as well. As the character levels up, the player can choose skills from three trees- Gunslinger, which focuses on pistols and concentration, Ranger, which focuses on rifles and improving long-range shooting in general, and Trapper, which focuses on improving the player's toughness, shotguns, and dynamite. While these are usually passive improvements to damage, reloading, and so on, they also affect how certain skills or weapons even behave. For example, one of the skills in the Trapper progression allows the player who has dodged a bullet with Sense of Death to immediately headshot the assailant right after. The player can also gain experience through finding collectibles throughout maps called "Nuggets of Truth", which are actually short articles about the real history about the persons, things, and events in the Wild West- a welcome inclusion, considering how much mythology has grown up around the era.
The game's level design is functional, though linear- however, it is also occasionally subject to change as Silas remembers details about that particular part of his adventures that he didn't mention earlier, with the level geography often reshaping itself, or even new pieces of scenery just falling out of the skybox as Silas goes through new parts of his recollections- there is even one level of the game, the
Coffeyville shootout of 1892, that is played from three different perspectives- Ben's perspective, as he took up arms against the Dalton gang, Dwight who tells the (overblown) dime novel version of Silas's role, and then Silas's own account of his role in fighting the Daltons. The player's situation can be immediately and suddenly changed by Silas's narration, such as when you hear one of his audience starting to fall asleep, Silas shouts that he was suddenly attacked by Natives- so the player has to fight indians for a little while until Silas says he was only doing that to see if Steve was paying attention. The game's framing device and narrative intersect with the gameplay on a concrete level not usually seen in most games.
As there are no steampunk shenanigans, however, the enemy variety is somewhat limited, usually to outlaws (and occasionally natives) sporting different kinds of guns. There are a couple of special enemy types, like gunmen using improvised shields, and armored shotgunners, no doubt inspired by Ned Kelly's improvised boiler-plate armor, but overall the selection is somewhat sparse. Some of the major outlaws are fought as traditional FPS boss encounters (including Emmett Dalton, who actually has an excuse to be a bullet sponge in this game, as he survived the 23 gunshot wounds he received in the 1892 Coffeyville heist), but most of the top outlaws are fought in quickdraw showdowns. In these, the player uses their mouse to keep a reticle on their opponent to focus and improve their aim, while they use the keys to move their hand into a position where they can improve their draw speed. When the opponent goes for his gun, the player can draw and attempt to shoot the opponent, gaining XP based on how quickly they were able to score the hit. The player can draw early, but will receive almost no XP for fighting dirty. While the showdowns are an interesting mechanic, the reticle does sometimes seem too floaty for its own good. However, no boss requires the character to use mechanics that aren't practiced throughout the whole of the game, so there are no unwelcome gameplay shifts. The game's story mode is relatively short- however, the fact that there is a difficulty level that only unlocks after you've finished the game, plus the existence of a New Game Plus mode means that there is possible replayability to be had.
The story progression is perhaps the most interesting subject, because of how it intersects so heavily with the gameplay and aesthetics. The game's story is not so much a story as it is a yarn spun out by a narrator who is not entirely reliable and at some points is blatantly telling tall tales. The way Silas tells things he worked with or had a shootout against pretty much anybody who was somebody in the Wild West, like Billy the Kid, Johnny Ringo (whose death was actually historically unsolved), Newman Haynes "Old Man" Clanton, Jesse and Frank James, John Wesley Hardin, and many more. His stories even get more over-the-top and improbable and likely to go into tangents and self-reflection as he gets more inebriated from the free drinks he receives over the course of his storytelling. The levels are carried by Silas's narration and are subject to change based on the details that Silas manages to recall- for example, there's a point where the player has to play through a bad plan and its eventual, lethal results- until Silas reveals that the plan was so stupid that he never tried it, and the game rewinds (with the proper effect) to the point before that and you take an entirely different path through the level to the end. At one point the game even goes into super-slow motion because Silas is off having a bathroom break. In-between levels the story is told in stills that look straight out of a slightly hard-edged graphic novel, but overall the game has a proper balance of grit and humor that all good westerns have- Silas is a refreshing change from the crop of dour, no-nonsense protagonists by being a character who might well be full of nonsense, depending on how much of his story the player chooses to believe. Silas's audience is also given a fair bit of personality on their own based on how they choose to challenge or accept Silas's version of events. The fact that there seem to be at least two competing versions of Silas's life means that the fact that the player gets to choose how the story ends seems only natural. While the story is a bit short, gameplay-wise, it's also as long as it probably needs to be.
While the game is not the graphical powerhouse that other modern PC games are, on account of it being something of a budget title, it has a very strong stylistic focus and direction that means its presentation choices will likely hold up better over time. While the game does have a fair helping of the dusty brown that the genre is known for, the other colors are also very bright and bold in keeping with the game's semi-hard edged, graphic novel style of presentation. All of the important outlaws (and Bob Ollinger's shotgun) get their own special introduction rendered in three graphic novel-esque panels. While the game is stylized, it's not quite as outlandish as, say, the Borderlands series. All of the stills are very well-drawn. The soundtrack is also very well constructed, calling back to the classics of the Western film genre. All in all the presentation of the game was handled by people who obviously love westerns.
While the game is not an especially long experience, it is still a well-constructed and complete one. Call of Juarez: Gunslinger is a very good buy that uses its story's framing device in ways that are very rarely seen in video games. Combined with being backed up by competent gameplay, the game does provide an enjoyable experience that is worth its price tag.
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A small sample that should illustrate things (a bit of language, though)