Gunpoint
June 6, 2013 16 Comments
Gunpoint is a game that I’ve had a keen eye on for a few years now. Longtime PC Gamer scribe Tom Francis and his small team of five others, have been hard at work on this labor of video gaming love for three years. The videos and screenshots that have trickled out to the internet over those long years were tantalizing to say the least. The game footage itself reminded me of a mishmash of two old-school games that I was rather fond of: Epyx’s Impossible Mission and Mindscape’s Deja-Vu and, most of all, that footage left me in a frenzied state, as if I was a tubby knuckle-dragger with an empty sack of Cheetos…the scant footage left me wanting more, more, MORE!
Typically, almost anything that I’ve been waiting on for this long never comes close to living up to my grandiose expectations. I’m quite happy (and utterly relieved) to report that Gunpoint is the exception rather than the rule here. Beyond one major, and two minor, quibbles this game is the bees fucking knees to be quite frank. The small, but detailed, graphics, the jazzy, noir-inspired music, the well-crafted storyline and puzzle based gameplay all comes together nicely to form a top-notch interactive entertainment experience.
Gunpoint weaves a fairly complex pulp/crime yarn that’ll keep you guessing until the bitter end. You are cast in the role of Richard Conway, a private dick in the fictional town of East Point. Richard is thrust into a proverbial “web of intrigue” that involves two of East Point’s biggest weapon manufacturers and, oddly enough, the East Point police department as well. The game’s narrative and dialogue mainly plays out via text messages, with various clients blowing up your phone with jobs, requests and updates. Francis’ skill as a writer shows through in these text messages, as there are many pithy exchanges that struck me as rather amusing.
For each mission you complete, you are rewarded with cash and skill points. Cash allows you to buy new espionage items and skill points upgrade your jumping abilities and item/battery charges. Pretty standard stuff.
But, to unravel this intricate web of corporate lies, deceit and double talk, Richard has a plethora of spy gadgets at his disposal; the main two being the Crosslink and the Wirejack. You can almost complete the game using only these two items, as only the very last level requires you to buy two other gadgets. The Crosslink/Wirejack combination makes up the core gameplay mechanic of Gunpoint, and it is sublime in its implementation and usage. The potent Crosslink/Wirejack combo allows you to tap into and rewire a building’s various electronic devices (switches, lights, doors, motion detectors, etc.) to suit the needs of a top-notch reconnoiter such as yourself. A quick example of how this works would be: say you needed to get into a building, but all the first floor doors are locked tighter than some douchebag hipster’s drainpipe jeans. You see on the second floor that there is a motion detector and a guard patrolling past that motion detector. Using the Crosslink, you quickly rewire the motion detector to the door, bypassing the hand panel activation of said door, and once the unsuspecting guard walks past the motion sensor again, viola’, the door springs open and you now have access to the building. Pretty damn cool, right? Let me tell you, that just scratches the surface of all the bad ass spy shenanigans you can get up to with the Crosslink system. You’ll find yourself scoping out the building layouts for exploits for a good ten minutes before you even take a step toward the building…at least, I know that’s how I played the majority of the later, more challenging, levels.
On to my issues with Gunpoint; they are few, as I mentioned, but important to note. First and foremost, I greatly dislike how this game fucks you over with your own firearm, called “The Resolver,” which is a wicked name but a total misnomer because it doesn’t “resolve” jack shit. In fact, it complicates things greatly. Maybe that’s point, as this is more of a “use your brains,” puzzle-type game, but these kinds of design decisions and/or limitations truly irk me.
You can obtain the gun fairly early on in the game but, beyond one instance at the very end of game, you cannot realistically use it to shoot anyone and complete the mission at hand. You can use your gun to intimidate most guards at “gunpoint” (get it?) and they will back down, but get too close and they will have absolutely no qualms in blowing your dumb ass away.
If you do discharge your weapon, a countdown starts (a little over 20 seconds) and you have that scant time to get the hell out of Dodge. If you don’t, a SUPER SNIPER appears and blocks your exit from the level. There is no way that I found to kill, or get past, the SUPER SNIPER because he can see as far as the Eye-of-Goddamn-Sauron and has the aim of fucking Legolas Greenleaf on a heavy dose of Ritalin. Now, maybe I could rationalize this bullshit if it only happened when you shot and killed a guard; you killed a person and you are being punished for that dastardly act. Fine. Still kind of crap, but OK, I get it. But no, no, no…the asshole SUPER SNIPER appears even when you shoot the walls or at nothing at all! Is the game mad at me because I killed the wall? Did the wall have a Mrs. Wall and three little wallings at home, so I should feel like a terrible person for shooting the stupid fucking wall?
Beyond the jokes, this is an issue with me because it limits the options you have while playing. There are sound based puzzles in the game and the first time I encountered a sound sensor, I figured I could use the gun to set it off since there were no guards around. BANG! I fire my gun and it triggers the sensor which, in turn, triggers the door I Crosslinked the sensor to. Easy peasey. But not so fast, my good man, because I had the temerity to discharge my gun into the wall, the SUPER SNIPER countdown begins. Why? If guard fires his gun, the SUPER SNIPER doesn’t appear. How does the SUPER SNIPER know the difference between the sound of my gun and their guns? He doesn’t. The game (and by extension it’s designer) is just trying to force you to play the way it/he wants you to…by using the clattering of the elevator to activate the sound sensor instead of a gun report.
To expand upon this SUPER SNIPER countdown nonsense, what if I want to play the game in a run-and-gun fashion? I’m a very direct person and that style of play suits me, much like Mr. Pink in Reservoir Dogs, who memorably quipped: “I don’t wanna kill anybody. But if I gotta get out that door, and you’re standing in my way, one way or the other, you’re gettin’ outta my way.” I guess Mr. Pink and I are shit out of luck because Gunpoint just won’t let us shoot someone who is standing in our way and complete our mission in a reasonable manner.
I had a similar issue with, Dishonored, another very cool game that punishes you unfairly for playing a certain way. Why make Corvo, the main character, an awesome-steampunk-whale-powered-ninja-man if you are going to shit all over me at the end of the game for actually using my awesome-steampunk-whale-powered-ninja-man powers? The same goes for Gunpoint: why even include a gun in the damn game if you are going to punish me for using it and, on top of that, I can really only use it the way it’s meant to be used in one spot on the final level!?
The other two issues I have are minor, so I’ll address them as succinctly as possible because the length of this review is getting way out of hand.
- I beat Gunpoint in five hours, which included a good amount of “thinking” time (i.e. studying the layout of a building for the best possible route/plan of attack before even setting foot in said building). Put simply, I wanted more because I was enjoying myself a great deal here. But, five hours is still a bit too short, even for a $10 game. There is a level editor included with Gunpoint so, hopefully, I’ll be able to play other people’s uploaded levels in the not too distant future.
- I’m going to be honest here, beyond an FPS game, I dislike using mouse and keyboard controls. There are times in Gunpoint when this interface totally failed me. Also, Conway felt too “sticky” to me at times and he wouldn’t get off the wall or ceiling when I wanted/needed him to. This could be an extension of the mouse/keyboard control scheme, but I’m not sure. Maybe I just suck?
The overall coolness and playability of Gunpoint outweighs its flaws by a longshot, though. I’m really looking forward to what Tom Francis and his team come up with next. If you are any kind of gamer, this is a game you need to buy and play immediately. And, most of all, it is the very first INDIE GAMER GUY APPROVED title!
One final note, Gunpoint has another other cool, little feature that pops up at the end of the game and, quite honestly, I’ve never seen something like this implemented in a video game before. It lets you write a blog post in the “voice” of the main character, summing up your adventure, through various point and click options. I’ll share mine with you here:
A Case of Crossed Wires
24 dead. 18 injured. 20 jobs. $13,000. The week echoed in my mind like something that happened in the last week.
They don’t let me name names on this blog, but the person behind the hit I was investigating is dead now.
He played a dangerous game: insulting my hat.
I didn’t get the trigger man. It was the only play I could stomach. Wish I could say it was the right one.
I don’t know.
I guess I picked the least shitty of two incredibly shitty sides.
Maybe that doesn’t matter. Maybe all that matters is that I now have the ability to kick down doors.
Either way, I need a drink.
Gunpoint was developed by Tom Francis
For $9.99 Gunpoint will throw you out of a 30-story high plate-glass window and leave your broken ass in the pouring rain in the making of this review.
Gunpoint is available on Steam
Gunpoint is Indie Gamer Guy Approved. It is the very first game to attain this lofty title and is ranked on the Indie Gamer Guy Leaderboard. Huzzah!
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After Jerry’s first review, I was skeptical.
I’m not any more. I’m very proud to have him and his reviews on my site. I found the right guy.
It took me a lot less time to beat the game (2-3 hours), but I really did not mind. I bought the Special Edition with Developer commentary, so going through a second time with that on top is very cool. I am glad they included a level designer, but the only issue for me with that is the lack of ability to share the levels outside of uploading them online and sharing them that way. Hopefully they are working and getting the steam workshop thing going. I never ran into the gun problem because it was way to satisfying to ninja my way through a level and slam the guards through windows, which never got old.
Holy fuck, DCON? There’s a name that takes me back. How are you my friend? It’s been a long time. Don’t be a stranger.
haha i saw a review for Gunpoint and I was like “hey i just played that, I might have things to contribute”.
The gun thing boils down to this: if you put a gun in your game, I expect to be able to use it normally…not be hamstrung because the game and/or designer doesn’t want me playing a certain way.
Oh I agree, its good design to make sure if you give a player something, that they can use it in the game and enjoy it, without getting around the point of the gameplay. I just never used it because I bought the other pickups first and was way to engages in making guards shoot each other than for me to shoot them haha.
It looks really awesome! I should try getting it!:D
Yeah, it’s very well done. I highly recommend it!
This seal of approval scares me.
It just… Stares into your soul…
“Bones” (that’s his official name, BTW) is cool like that…
Nice review guy, this looks like a challenging game, and you give it a positive review (the Chick seems to hate hard games) so is nice to see different opinions about a good challenge. You did not mention controller support so I guess this game does not have that, after inserting my XBox 360 on the usb part, is hard to play with a keyboard again. Question, you will not review free games? There are some good hidden gems out there, and some 1gb crap than you can free us from downloading and wasting our time. A game that looks kinda like this is Monaco, heard many things about that game but still have not play it.
I’ve reviewed free games myself, so I don’t see why Jerry wouldn’t. By no-freebies, we mean review codes. If a game costs money, we pay for it. If a game doesn’t normally cost money, we’ll still take a look. I reviewed Infectonator on iPhone, which is free, and it will be a top-10 game once my Leaderboard goes multi-platform.
I see, I discover this site recently and I have only read the Xbox Live reviews so far, and now the guy ones. I have to say, although I do not agree with you sometimes (Platformer From Hell, Apple Jack… not good? WHATS WRONG WITH HER!!), I really enjoy reading your reviews, and that’s the point, disagree or agree the point is that ppl click on them and read them, If an evil character is hated in a movie, its means he is doing a good job. I always enter the site expecting one more adventure from the Chick and Silent Brian. But is good to have a more mature eye with some testosterone for those punishers games. Keep up the good work you two, and the silent one.
Thanks! Gunpoint is challenging…but not overly so. It strikes a nice balance. And there is no support for a controller for it, so you are stuck using the keyboard/mouse interface…which, as I mentioned in the review itself, I am not a huge fan of. I would have no issue reviewing “free” games if and when someone requests me to do so.
Monaco is a very interesting game. It is like gunpoint in the stealth, spy, sneaky aspect, but way different in gameplay. You can play your moves out slightly more in gunpoint and in Monaco you have limited vision. I like Gunpoint’s story a lot more so far though. Monaco’s story telling is interesting to say the least, but doesn’t have me quite as involved as Gunpoint’s. Monaco’s charm to me is the different characters you can play as (different abilities) and multiplayer heists. Those look really fun.
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