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GUN Mini Review
Chris Leyton
01/12/2005

TVG takes a look at GUN on Xbox 360, which disappoints even more than the current-gen versions...
Xbox 360 - Update
Whilst GUN has made the jump to the Xbox 360 just in time for launch, it is by no means a next-generation title. In terms of gameplay, nothing has been added, and even visuals merely add a PC-like crispness. True, the lighting is a bit more striking, especially the sunsets, but other than that GUN on Xbox 360 is a disappointing title.
It's one of the games that I personally have been looking forward to for several months now; Neversoft's GUN leaves the skateboards, the BMX bikes, and the sick grinds well behind and delves into the gritty reality of the Wild West of the 19th Century American Frontier. Following the story of Colton White on his quest to seek revenge for the death of his father, GUN offers what is best described as par-sandbox gameplay across some stunning CGI vistas.
Through the course of the game players come across a range of stereotypical characters that would make any Western proud with foreseeable twists exactly where you'd expect them, beginning with the revelation that White's Dad Ned is, in fact, not his father and continues on from there. More akin to HBO's Deadwood than any Leone Spaghetti movie, Neversoft's new creation is full of the sort of explicit violence and language that warrants it's mature age rating.
Beginning in the riverside plains of Montana before moving on to the cities of Dodge, Empire and beyond, GUN features a limited range of mission types that help to drive the narrative forward. In addition, Neversoft have also included GTA-style side-missions that the player can use to build up Colton's attributes and funds. However, for a game that had the potential to match the genre-defining Grand Theft Auto series, GUN's variety and substance is found lacking. Yes, side-missions are filled with 'vocations' such as Pony Express deliveries across the gameworld and Deputy Sheriff, which enables players to fight against some of the enemies that surround certain areas of Montana (Natives are a favourite at the beginning of the game) but like the main narrative thread the life-span of these are distinctly short-lived. Not only that but there is an emphasis on progressing with the story missions rather than do that most sandbox of things: explore.
Throughout the game there are plenty of occurrences where those 'need to be banished' elements, invisible walls, rear their ugly head which only goes to prove that GUN is best described as par-sandbox. I for one want to explore the magnificent scenery that the team at Neversoft have created on foot or on horseback (the use of horses is certainly one aspect that GUN has over GTA) from the cities of Dodge to the rivers and plains. I want to be able to kyack down the rivers of the West and discover hidden corners where Native Americans dwell and initiate trade with them, seeing the effect that good relationships with the tribes have on the game environment. But in GUN, I can't, which is a tad frustratingā¦
Completing the story missions commonly leads to Colton acquiring some of the contemporary weapons such as bows and arrows, shotguns, six-shooters, and riflesā¦and your scalping knife; side-missions lead to the development of Colton's stats and monetary funds (especially Texas Hold 'Em), which can then be spent in upgrading the weapons with faster reloading times, and range.
One of the key gameplay mechanics mentioned on many occasions leading up to the release of GUN was 'Quickdraw', which temporarily slows down and zooms in on the action. Whilst it's an idea that certainly helps to draw in the player, the fact that the ability to instantly pull the cross-hairs on enemies with the flick of the analogue stick, instantly removes the skill from the gamer. Like a lot of areas within GUN, the Quickdraw feels as if it need to tweaked in the development of a sequel.
One area that certainly cannot be faulted are the exceptionally high-production values throughout the game. Whilst the narrative is predictable in place, it does successfully engage wit the player in the way that a Hollywood movie does (Legend of Zorro scriptwriter ???? wrote the story). A cast that includes actors Ron Perlman, Lance Henriksen, and Thomas Jane help to build a believability in the characters and their motivations, whilst a movie-level score is present in the game. However, sitting proudly on top of all this are the game's visuals, which manage to capture the beauty of the Montana landscapes, the bleak plains and outcrops, and the even bleaker lives of the population.
Whilst the production values of GUN are high in every possible way, it's let down by a short campaign and an overly structured dynamic of side-missions. The truth is that for a game that should have been GTA: Wild West it's far too restrictive an experience and one that will disappoint those expecting it to deliver wholeheartedly. There's a need to have a structure to sandbox titles, but it is a careful balance between allowing the scope and freedom to explore the world, and guiding around the environment; sadly the balance in GUN leans more towards the latter. The first part of a franchise for Activision and Neversoft, the one wish for GUN2 is for moreā¦






