Gunslugs 2

Gunslugs 2 was one of the most bizarre experiences I’ve had since starting Indie Gamer Chick. The original, which I played on Ouya and PlayStation Vita, ranks #80 on the Leaderboard at the time of this writing. Its run-and-spray gameplay routinely beat the shit out of me, but it was just so damn charming and quirky that I couldn’t put it down. A sequel wasn’t even on my radar, so I got downright giddy when I saw that not only was there a sequel, but it was out now. Then I played it. Gunslugs 2 looks better, plays smoother, is significantly more fair, and I didn’t like it at all. How the hell is that even possible?

The boss fights are much better this time around. Hell, some of them are pretty clever, as far as shooters go. I just wish the rest of the game had such lack of convention.

The boss fights are much better this time around. Hell, some of them are pretty clever, as far as shooters go. I just wish the rest of the game had such lack of convention.

The basic gameplay mechanics are the same as before. Make your way from the left of the map to the right, shooting everything that moves, dodging bullets, collecting ammo and health refills, and blowing-up beacons. The big difference this time around is that, instead of entering the beacon buildings and having them immediately blow up, they now play out like a mini-stage. Inside, you have to make your way past enemies and traps to find a detonator to blow up the building. Hypothetically, this addition should have been enough to make Gunslugs 2 a worthy upgrade. However, the beacons are all straight forward and fairly samey from one to the next. If they had been randomly-generated labyrinths where you had to figure out the correct pathway to the detonator, that would have been something. It’s a gargantuan missed opportunity. You know, I’ve always loved that word: gargantuan. I so rarely get to use it in a sentence.

In fact, all the levels sort of feel the same from one to the next, with just the theme changing. The original threw randomly-generated events, like getting sucked into a mini-stage based on Game Boy, into the mix to break up any potential for monotony. From what I can tell, Gunslugs 2 doesn’t have anything like that. Removing the quirk from the game was a huge artistic mistake. That’s why I’m so weirded-out by the Gunslugs 2 experience: every single game mechanic is done better than the original, but the stuff that goes into that game feels stripped down, with the fun wrung out of it. It feels as if THIS game is the first game in the series, whereas the original is the sequel that takes the first and adds silly and unexpected twists to the formula. I’ve never seen that before. It’s weird.

Most of the beacon buildings have a character inside for you to rescue, giving you control over them with full health and ammo. Now, how cool would it have been if the inside had been a maze instead of a straight path? The character and the detonator could have been placed in separate locations, adding challenge and choice to the game, and also opened up the potential for more hidden stuff.

Most of the beacon buildings have a character inside for you to rescue, giving you control over them with full health and ammo. Now, how cool would it have been if the inside had been a maze instead of a straight path? The character and the detonator could have been placed in separate locations, adding challenge and choice to the game, and also opened up the potential for more hidden stuff.

And boring. Very, very boring. It’s just too damn repetitive. Again, it comes down to the fact that all the stages feel the same from one to the next. The layouts of the interiors of the beacons sure as hell feel like they repeat. I don’t know if they do exactly, but they might as well. If there had been some kind of twist once inside of them, Gunslugs 2 would have probably been one of my favorite games of the genre. It plays really well, especially compared to the first one. Heck, maybe even too easy, which I can’t fucking believe I can say given how well the first one put me and my skills to shame.

It’s like going to your high school reunion and seeing that the class clown  has straightened-up and is now a lawyer or doctor or something. You’re proud for them and what they’ve accomplished, but you’ll always look back more fondly on when he was more fun. And that’s Gunslugs 2. There are hundreds of games that do what Gunslugs 1 & 2 do, in terms of gameplay. It was the charm and randomness that made the original stand out in a tired genre, amongst a crowded field. Games should stand on their own merits, but Gunslugs 2 is a sequel. As a game that is a sequel, I can’t help but miss all the neat little turns and moments that made me remember it so fondly in the first place. That’s why I can’t sign off on Gunslugs 2. Technically a better made game, in the same way a lobotomized serial killer is technically no longer a threat to society.

Gunslugs 2Gunslugs 2 was developed by Orangepixel
Point of Sale: Steam

$4.99 wants to know what the point of a daily challenge is if there’s no leaderboards in the making of this review.

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