I’ve just spent
a lazy Sunday afternoon playing new indie title Gunpoint by Tom Francis. And
what a great afternoon it was. Honestly, without deadlines, sales targets, or
publishers breathing down your neck, indie games can concentrate on just being
fun. And Gunpoint is one of the most fun titles that I have played in a long
time.
In Gunpoint you
play as Richard Conway – a freelance detective with a nifty pair of futuristic
pants which give him superman level jumping and door kicking abilities. Richard
is embroiled in a murder plot and must take contracts from a variety of people involved
in the crime to clear his name, work out what actually happened, and catch the
bad guys.
But really the
story is just a basic means to move you between levels. At its heart Gunpoint is a puzzle game. And it
does this extremely well.
Each level
presents you with a building (sometimes up to three) in a two dimensional plan
style view. The buildings start off as two story affairs, but end up as
multi-floor towers. Each building is populated by several guards. These range
from rent-a-cops, armoured guards, and professional hit men, each with their
own unique abilities. Rent-a-cops can be tackled and knocked out. Armoured
guards can’t be tackled and must shot or evaded, and hitmen can see in the
dark and can't be intimidated.
Your mission is to navigate each
building to carry out your clients instructions – which usually means getting
to a particular computer terminal to steal video files or manipulate data. And
each client usually has a secondary objective which will earn you more pay if
you can achieve it; leave no witnesses to your intrusion alive, hack any
additional laptops you find, get through the building as stealthily as
possible, et cetera.
Navigating the
buildings is fantastic fun. To get around them Richard can scale walls, jump
through windows, leap huge distances and (eventually) kick down doors. But,
most importantly of all, he can also hack the circuitry of the building. This
allows you to essentially re-wire the structure in any way you want. Light
switches can instead open and close doors, or security cameras trigger
elevators, metal detectors activating lights.... almost any combination is
possible.
As a result many
of the levels have several ways in which they can be approached. Do you kick down a ground floor door and hope that you can evade or
shoot the guard on the other side before you are shot yourself? Do you approach
from the roof and jump through the skylight, alerting the guards to your presence,
and then scurrying away before one of them finds you? Or do you go the
electrical rout - re-wiring a security camera so that it turns off the lights
in another room, triggering the guard in that room to toggle the light switch
which had already been re-wired to call the elevator in the room you wish to
enter, distracting the guard in that room so you can sneak by him.
Circuit hacking mode - allowing you to re-wire the building to your advantage. |
The gameplay is supplemented
by excellent level design which provides just the right amounts of linear
lateral problem solving to free exploration. Towards the end of the game you are having to really think
about how to get past the hitmen and armed guards. The game also features a
robust auto save system which allows you to try out your ideas, and easily
reload to a few seconds before your attempt if you are killed. And the controls
are very good (WASD + mouse). Richard never feels sluggish or laggy.
A certain dry humour permeates the experience. Quips are made about the
silliness of achievements, industrial espionage, and the game itself. The game
is often very funny, with jokes being well written, not over-the-top, and don't
detract from the gameplay.
Some minor issues....
There are a few niggling issues. The game feels too short. Of the 20 levels
currently available the first 10 or so are of a more basic style. It's
not until the last 2-3 levels that you start getting complex buildings that you can really sink your teeth
into, and then the game ends. It leaves you feeling like you have yet to see everything
Gunpoint has to offer. Like the game is missing its magnum opus. Gunpoint has a
level editor, so hopefully we will see some new maps come out of the community
(or the developer, if you are reading Mr. Francis :-P) soon.
The game also has limited scope for replaying levels. As you progress
through the game you earn experience points which you can spend on upgrading
your abilities. You also earn cash from completing levels which allow you to
buy new abilities and equipment - a hand gun, ability to break windows
silently, kick down doors... While you
can go back and replay levels as you wish, I found that I got an A+ grade on
the majority of levels on my first attempt, and few of the earlier levels
benefited from gaining upgrades or new equipment. It would have been nice if
levels had additional objectives that could only be accessed through gaining
upgrades, or were made markedly easier through new equipment - encouraging replaying to achieve higher
grades.
But over all this is a minor gripe.
So far I've had over 5 hours of entertainment from Gunpoint, which is
pretty damn good considering the US$10 price tag. The game is perhaps the most
unique and fun title that I have played in weeks. Head to Steam right now and pick it up - it's well worth the price of admission.
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