High Noon Revolver

In the interest of full disclosure, I’m not a fan of Capcom’s SonSon or SNK’s Psycho Soldier. So, how’d I end up with an indie tribute to them? Well, I base my purchases for Indie Gamer Chick on cover art, theme, and one screen shot. I didn’t realize I was buying a game that would start behind the eight ball with me. But, I’d like to think I’m professional and fair. So hear me out..

High Noon Revolver is one of 2019’s worst indies.

I put a lot of time into it, and couldn’t make it past the first level. Despite not being a fan the source material, I consider myself a relatively skilled gamer and I should have been able to make SOME progress. For those that don’t know the concept, the idea is you’re in an auto-scrolling, three-lane shooter where you dodge bullets, shoot enemies, and collect coins or hearts. Coins can be spent to buy temporary (as in they last until you die) item upgrades during breaks in the action. But what upgrades you get to choose from is determined at random. So is whether or not enemies drop coins. I’ve played rounds where almost every enemy dropped one, and ones where none of them did. Success and failure in High Noon Revolver is governed by RNG luck more than any amount of skill. You’ll take damage from fast enemies spawning behind you in a way you can’t possible hope to avoid. You’ll take damage from heat-seeking flying enemies that can spawn directly above you if you’re in the top channel. Ones that also have the advantage of the player character having a, shall we say, slightly generous collision box. People call me a crybaby for complaining about “gotcha” stuff in games, and I don’t get it. What is FUN about just dying at random? If you have no chance to avoid it, it’s really not a game, is it?

I never got past the first boss. Even once when I had six full hearts and longer invincibility from taking damage, I came just shy of getting it half-way down on its life. It’s spongy, it cakes the entire screen in shit that tries to kill you, AND enemies spawn while you battle it. Some of them, like the guys in the mine carts you see, drop bombs that give you even more shit to dodge. This shit isn’t fun. It’s a war of attrition. This was the best I did at it, getting it about 3/4 of the way dead before I finally died when the mine cart guys started spamming the screen with bombs and my only option was to jump into them and get killed or stand still and die from a heat-seeking missile.

And staying in the center channel isn’t really an option. There’s a character that can fire a shotgun in three directions, but you have to be in the exact right spot to hit the channels above and below you. The screen scrolls fast and you’re almost always dodging bullets or enemies. Some of the enemies have shields. Some of them apparently poison you (and the poison effect is so subtle that I didn’t even realize it was happening). It took me around an hour of the most miserable play time imaginable to unlock my first character. Now mind you, the first two starting characters are balanced. The first unlocked character has more life and a weapon with bullets that pierce all enemies (except shelled ones). That sounds fine, but it’s another sign that no consideration was seemingly given about balance while High Noon Revolver was being developed.

I wouldn’t have been so angry if not for the fact that there’s some hope for fun to be found here. Some of the items are truly nifty, like ones that cause enemies to spray bullets out upon being shot, which can possibly set-off a chain reaction. But getting to use the good ones is rare (I played for hours yesterday and today and only got to use that once the entire time). The fun stuff is just too hard to acquire, and it seems that the game becomes its most dickish when you have a potentially great loadout. Most of the items are not all that useful. Why would I need to buy an upgrade that shoots all the way across the screen when my gun already does that? But that becomes an option. The one thing High Noon Revolver does that feels like it’s “smart” is if you have less than 10 coins when you open a chest during a break in the action, you get coins from it instead of options to buy stuff. But literally everything else is done badly. The sniper rifle is the most fun to use, but it’s slow and clunky unless you get to increase its bullet size or eliminate the recoil. The dash move is useless and gets you killed more than it helps. Sometimes it seems like the game drops one heart after another and sometimes it doesn’t seem to drop them at all. Really, it feels like this was meant to be an actual 80s arcade game designed specifically to limit playtime.

These guys look like the blue shells from Mario Kart, but they’re so much cheaper. You get no warning if enemies are coming from the left of the screen, but often that side of the screen is the only place you can safely stand. This is one of the cheatiest games I’ve played as IGC.

And you get no help for the most part. You move too slow to avoid the enemies in too many situations, and sometimes and there’s not enough room to maneuver in a safe way at all. Especially with birds. You’ll wish you had a way to wipe the screen of them. And then you see the bombs, and you get excited. But, in fact, High Noon Revolver has the most pointless, useless bombs in action gaming history. You start each round with a few, and enemies can drop them. But, when you activate them, they don’t clear out the enemies on-screen. As far as I can tell, they don’t damage the actual enemies at all. They only remove enemy projectiles. Which sounds valuable in a game like this, where the whole screen can be cluttered with bullets. BUT, when I’d need to activate them, I’d take damage anyway from the projectiles if they were too close. You really have to fire them off before the projectiles are a real danger. What’s the point of even having them? It’d be like the “break glass in case of emergency” axes only worked if you think there’s a fire. I literally can’t believe the game botched bombs. The easiest, most cliched mechanic in action-arcade games and it still managed to fuck them up. It’s kind of incredible.

I think a big problem is the screen’s scrolling speed. I mean, there’s a LOT of problems with High Noon Revolver. But I think a lot of the balance would be better if you had more time to defend yourself. Those shell enemies shoot in eight directions, but if they spawn during the scroll, they won’t open themselves up to attack until they’ve reached the middle of the screen. By that point, you have other shit to deal with. And, unless your bullets pierce the shells, they act as shields for all other enemies behind them. High Noon Revolver is cheap in the literal sense at $3, but it’s cheap in the other, whiny way.

I literally can’t think of anything nice to say to balance this review. But, then again, the developer didn’t consider balance, so why should I? Even the presentation I find obnoxious because it seems like all the effort was put into making the game look good. I was posting one thirty-second clip after another showing how mind-numblingly unfair High Noon Revolver was and people reading completely missed how angry I was because it looks fun. But it’s not. High Noon Revolver feels like a freemium, pay-to-win game that forgot to add all the pay-to-win stuff. It’s hard to describe, except to say it feels like it’s cheating. More concerned with screwing players over than letting us have fun. Some people genuinely like insanely hard games. But, I’m of the opinion that a game based entirely on luck is only “hard” in the same way winning the jackpot in the lottery is “hard.” It’s luck. Luck isn’t difficulty. It’s just not! If a meteorite crashed through my house and killed my entire family but me, nobody would congratulate me on conquering the meteorite. I didn’t! It just missed me! I got lucky! So why would anyone say differently about video games based on luck? I don’t get it. All High Noon Revolver is a $3 die-a-lot game, and good for it. I like my games fun, and there, it’s firing blanks.

High Noon Revolver was developed by Mike Studios
Point of Sale: Nintendo Switch, Steam

$2.49 (normally $2.99) hung it high in the making of this review.

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