ColinLovesTheCombine's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=574Half-Life (PC) - Wed, 05 Mar 2008 23:48:58https://www.gamelog.cl/logs/LogPage.php?Log_Id=3035GAMEPLAY 2 The game got exponentially more intense as the levels advanced and Gordon gets closer and closer to the surface. The levels also got more complex and required an expanded sense of puzzle solving and incorporated both stealth and guns blazing approaches to getting through the levels. The weapons even got diverse, as I was able to use alien technology and some top-secret handheld teleportation devices. One level I was required to shoot down a helicopter with a laser guided missile from a recently acquired rocket launcher. I loved how the nature of the weapons themselves play a role in accomplishing the objectives. Well, there actually are no objectives - thats another very compelling aspect of Half-Life. Just as there is no cinamatics or cutscenes, not any voice acting on behalf of Gordon Freeman, there are no set objectives. This made the gameplay more realistic because in a real life scenario, you wouldn't have your work cut out for you so simply and it certainly wouldnt be written down for you. It also gave the game a sense of freedom, and the storyline had such an impact on the gameplay that I really felt like a fugitive scientist just trying to get out alive. Some levels even take Gordon to the depths of space to annhilate the alien threat - each rendered hauntingly beautiful. Despite the limited graphics capabilities, the alien planet (Xen) has an immense sense of depth to the point of oblivion. The developers were incredibly successful in setting the tone for the game. DESIGN Half-Life is considered to be one of the best games of all time, for very apparent reasons after playing it through again. Gordon's identity is so mysterious that it becomes open-ended for the player - the lack of information about him leaves it open for my own imagination to take the role of Gordon Freeman. The storyline is also incredibly immersive - I can't help but think of how feasible the sequence of events is. Half-Life raised the bar in terms of AI as well. Enemy soldiers work in teams and used what appeared to be real military tactics - flanking, taking cover, throwing grenades almost too accuratley. The aliens come in all shapes, sizes, and have a variety of killing styles. The scientists all have brainy personalities and give essential background information on whats going on. The audio component of the game is very effective in creating the fearsome and uncertain atmosphere of Black Mesa. If I could change anything, I would want to give some kind of explanation why Gordon is so proficient in shooting, killing, and surviving. As dynamic and immersive as the game was, I never understood why a nerdy MIT grad could take out squads of Black Ops or mince giant alien spiders with a crowbar. For all the implications and little mentions in Half-Life to explain the enviornment and circumstances, this was the one aspect that had me stumped. But hands down, this is one of the best games I've ever played and would reccomend it to any gamer.Wed, 05 Mar 2008 23:48:58 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3035&iddiary=5761Half-Life (PC) - Wed, 05 Mar 2008 20:12:58https://www.gamelog.cl/logs/LogPage.php?Log_Id=3035SUMMARY The story of Half-Life begins on a dark tramride through the secret research facility of Black Mesa, located in a remote region of New Mexico. You play as Gordon Freeman, an MIT graduate with a Phd. in Physics, and are sent to the Anamalous Materials lab in sector C to participate in a seemingly simple experiment. However, by pushing a metaphysical force crystal into an electromagnetic pulse wave, teleportation portals are opened between our world and beyond. Aliens start teleporting out of nowhere and attacking Black Mesa personnel - and its up to you to survive. Fighting waves of a wide variety of both alien monsters and government Marines and Black Ops sent to clean up the mess, Half-Life is a revolutionary first-person shooter with an gripping storyline to set the pace for the action. GAMEPLAY 1 The facility of Black Mesa was very fun to explore, especially since the developers but quite a bit of time in giving you a real feel for what a secret science facility is like. There are plenty of scientists to interact with and even vending machines that dispense soda. Obviously the controls and movement were fluid and the game takes about one level until the actions starts. After the disaster, Gordon is able to collect a crowbar to fight off the measely Head-Crab aliens, then picks up a pistol from a fallen security guard, and finds a shotgun in the security room armory. I liked how the weapon advancement system, or the games sense of facility, was realistic to the story. The narrative progresses through what I would like to call in-game cinematics - that is, the game doesn't pause and go into third person perspective and preform a cuscene, you actually see events and plot twists happen right in front of you. A scientist will make futile attempts at banging on a glass window after an alien gets teleported in his office, and fallen security guards will flag you down and give a tip. The best effect of this is that you are never removed from the initial gameplay experience - there is a constant flow of interactions and events happening outside of your influence. A real turning point in the game is when help does arrive - the scientists were able to get a signal to send to the US government, however, they do not want word of this alien outbreak to get out, so squads of battle-hungry grunts are sent to eliminate the alien threat and silence the research teams. Gordon is now up against both alien and man alike, which adds an entirely new dynamic to the gameplay and storyline. The Marines and Black Ops work in teams and implement squad tactics against you.Wed, 05 Mar 2008 20:12:58 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3035&iddiary=5691Super Mario Bros. 3 (NES) - Thu, 21 Feb 2008 01:43:16https://www.gamelog.cl/logs/LogPage.php?Log_Id=2712GAMEPLAY 2 After my second gameplay session of Super Mario Brothers 3, I reasoned that the game was far more engaging and innovative than I had first made it out to be. It began when I realized that the raccoon suit actually had the power to increase my time in flight – an ability worth a great deal in enemy dodging. I was able to soar through levels and time my jumps according to the enemies on the ground. As I covered more terrain and marked each completed level with the M, I was satisfied with my imperialist methods of conquering, as the entire map was now scattered with Ms, M for Mario. I also looked at the map of all the levels and saw a castle far in the corner at the end of my path, with a blinker reading “HELP!” I then learned that it is a princess I am saving, and gained a further understanding of my goals as Mario. The levels got increasingly harder and incorporated new aspects of the gameworld, such as water, lava, and rotating platforms. There was even a level that took place in the sky and was focused on timing and precision of movement. I was relieved to find that not every single level consisted of hopping and running; the game progression got much less linear and more complex. The game got very frustrating when I ran out of lives because it meant that it was “Game Over” and I had to start all the way from the beginning. Tedious. I played for about an hour but after realizing I had nearly beat the game (or the stage, I am not sure) and now had to start from the first level I shut off the NES right then and there. The limited lives system did, however, make the game more intense because I had to rely on my skills alone. I soon became emotionally invested in the game when my chances fell short. DESIGN Super Mario Brothers 3 takes the platform game experience to the next level. Seemingly dull at first, the designers incorporate gravity, resource management, and time limitability to create what can quickly become an intense gameplay experience. When the player really gets into it, the level design even has an effect on the experience. For instance, after completing a sunny, grassy level, I was thrust underground in a large green pipeline into an almost hellish environment. It was very dark, there were lava and spikes and fireballs, even skeletons of previous enemies. I wont lie – it was the slightest bit scary. When I got to the surface, I was relieved. I would never have thought that such an outdated game could have such an effect. The game makes great use of both space and time. There is a time limit to each level, encouraging the player to control Mario both to avoid enemies and the clock as well. One level moves on its own, and its up to the player to not let the edge of the screen push Mario off a cliff. This particular sequence also involved jumping on timed logs that would soon fall once landed on. Once again, timing of jumps and landing was key in staying alive and completing the level. If I could change anything about Super Mario Brothers 3 it would be two things – easier attainment of 1 Ups, and a predictable direction of mushroom movement. I found myself cursing at the NES for making me start all the way at the first level after slipping off the edge in the last one. However, the limited lives made the game much more intense, as all my progress was on the line. I think it would be better if getting 1 UPs was easier, but unlimited lives would make the game boring. Additionally, the player must jump below a cube labeled with a question mark and receive either a coin or a mushroom, which will give Mario an extra chance if he is hit by an enemy. The mushroom pops up, then scurries in an random direction. Many times the mushroom would scurry away from me and I died chasing it. A small issue, but it could have made the difference between a Game Over and otherwise. My experience with Super Mario Brothers 3 gave me a lot of ideas for my game. Overall, learned that platform games don’t have to be just run and jump. Elements such as space, time, and powerups can play a key role in making the game more engaging for the player.Thu, 21 Feb 2008 01:43:16 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2712&iddiary=5345Super Mario Bros. 3 (NES) - Thu, 21 Feb 2008 01:39:48https://www.gamelog.cl/logs/LogPage.php?Log_Id=2712GAMEPLAY 2 After my second gameplay session of Super Mario Brothers 3, I reasoned that the game was far more engaging and innovative than I had first made it out to be. It began when I realized that the raccoon suit actually had the power to increase my time in flight – an ability worth a great deal in enemy dodging. I was able to soar through levels and time my jumps according to the enemies on the ground. As I covered more terrain and marked each completed level with the M, I was satisfied with my imperialist methods of conquering, as the entire map was now scattered with Ms, M for Mario. I also looked at the map of all the levels and saw a castle far in the corner at the end of my path, with a blinker reading “HELP!” I then learned that it is a princess I am saving, and gained a further understanding of my goals as Mario. The levels got increasingly harder and incorporated new aspects of the gameworld, such as water, lava, and rotating platforms. There was even a level that took place in the sky and was focused on timing and precision of movement. I was relieved to find that not every single level consisted of hopping and running; the game progression got much less linear and more complex. The game got very frustrating when I ran out of lives because it meant that it was “Game Over” and I had to start all the way from the beginning. Tedious. I played for about an hour but after realizing I had nearly beat the game (or the stage, I am not sure) and now had to start from the first level I shut off the NES right then and there. The limited lives system did, however, make the game more intense because I had to rely on my skills alone. I soon became emotionally invested in the game when my chances fell short. DESIGN Super Mario Brothers 3 takes the platform game experience to the next level. Seemingly dull at first, the designers incorporate gravity, resource management, and time limitability to create what can quickly become an intense gameplay experience. When the player really gets into it, the level design even has an effect on the experience. For instance, after completing a sunny, grassy level, I was thrust underground in a large green pipeline into an almost hellish environment. It was very dark, there were lava and spikes and fireballs, even skeletons of previous enemies. I wont lie – it was the slightest bit scary. When I got to the surface, I was relieved. I would never have thought that such an outdated game could have such an effect. The game makes great use of both space and time. There is a time limit to each level, encouraging the player to control Mario both to avoid enemies and the clock as well. One level moves on its own, and its up to the player to not let the edge of the screen push Mario off a cliff. This particular sequence also involved jumping on timed logs that would soon fall once landed on. Once again, timing of jumps and landing was key in staying alive and completing the level. If I could change anything about Super Mario Brothers 3 it would be two things – easier attainment of 1 Ups, and a predictable direction of mushroom movement. I found myself cursing at the NES for making me start all the way at the first level after slipping off the edge in the last one. However, the limited lives made the game much more intense, as all my progress was on the line. I think it would be better if getting 1 UPs was easier, but unlimited lives would make the game boring. Additionally, the player must jump below a cube labeled with a question mark and receive either a coin or a mushroom, which will give Mario an extra chance if he is hit by an enemy. The mushroom pops up, then scurries in an random direction. Many times the mushroom would scurry away from me and I died chasing it. A small issue, but it could have made the difference between a Game Over and otherwise. My experience with Super Mario Brothers 3 gave me a lot of ideas for my game. Overall, learned that platform games don’t have to be just run and jump. Elements such as space, time, and powerups can play a key role in making the game more engaging for the player.Thu, 21 Feb 2008 01:39:48 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2712&iddiary=5339Super Mario Bros. 3 (NES) - Wed, 20 Feb 2008 16:24:32https://www.gamelog.cl/logs/LogPage.php?Log_Id=2712SUMMARY Super Mario Brothers 3 is the third installment of the Super Mario Brothers franchise for the NES, so it is almost exactly like the other games in the series – a platform, hop-n-bop game with silly music and cartoony-landscapes. The player controls Mario as he jumps, hops on bad guys, and scurries to the end of each level. GAMEPLAY # 1 This may have been the second time in my entire life playing the NES. I consider myself somewhat of a veteran gamer, having mastered Starcraft and almost any shooter game. However, my first gameplay experience with Mario Brothers 3 taught me that I really suck at one of the most classic video game experiences. It took me awhile to handle the running and jumping without landing beside a creeping bad guy. I began to understand that there is a “sprinting” mechanism by holding down the B button, and started to combine this with my jumping feats. Still, I had a tough time avoiding the evil triangles when I landed. The game never gave any background on what was happening. Why was Mario stuck in this desolate and silly landscape? Who are these characters sliding towards me, and why can I only attack them when in a ridiculous raccoon suit? What are their attacks? Where am I going? Who am I? I felt as if the game could have had some dialogue or text to inform me of my surroundings and circumstances. Then again, I may be expecting too much from such ancient technology. Overall, the game was not terribly engaging. Nearly every outcome was entirely predictable and at no point did the scenery or gameplay impress me. There was no sense of randomness or unpredictability. YES, I understand this is a platform from an entirely different and far older era of gaming, but this stuff is supposed to be legendary! I also kept wondering the entire time how this version was different from other side scrollers in the series. (This entry has been edited1 time. It was last edited on Wed, 20 Feb 2008 16:26:10.)Wed, 20 Feb 2008 16:24:32 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2712&iddiary=5103Max Payne (XBX) - Fri, 08 Feb 2008 00:54:05https://www.gamelog.cl/logs/LogPage.php?Log_Id=2364GAMEPLAY# 2 As I got deeper into the story, the audio began to have a massive effect on the game. Even at the start menu, the crime-story piano sets the tone for the film-noir theme. The "mobster" character from films such as Goodfellas and The Godfather have been imitated perfectly both in the cinematics and gameplay. If Max is to sneak up on some thugs seated around a table, he'll hear a disturbing story about how "Vinne got sent to the freezah" or an argument over handgun preference, tastefully ending in "fuhhghheetabautit." Of course, such conversations can be interrupted by the fugitive cop, and the thugs shout "Whattda hell? Its Payne!" Classic. The dark atmosphere and authentic New York mobsters made the progression of the story feel like just a movie. The game has short in-game cinematics, but the best dialogue is seen in the graphic novel scenarios between each level. Max's narration and interaction with key characters is seen in the framework of a comic book. This adds a compelling and unique way to depict events and plot twists outside of the action. The environment is highly interactive and somewhat free roaming - if a room or location is blocked off, it always makes sense to the story why this is so. For instance, in the subway system, the bad guys have sealed the station shut, and so the raging storm outside keeps the action indoors instead of on the streets. Vending machines will dispense sodas if used, which blow up in a crackle of fizz if shot. These sequences don't have an effect on the game, but its quite interesting to explore how far the developers wanted to go with making Max Payne as real-to-life as possible. DESIGN Max Payne is proof that third-person shooters can be brought to new levels, and that carnage and intellect can make an awsome pair. The game added incredible narrative with the comic-book like scenes with authentic dialogue to compose them with. Max's poetic nature is experienced nearly every time his inner dialogue speaks; his sentences are chock full of metaphors and the poetic elements of his circumstances. The game moves very quickly and hence an additional feature is added to the combat system to keep up with the action - the ability to engage enemies in bullet time, or slow motion. When activated, the combat zone plunges into an almost underwater-like flow of movement - bullets zip by and the player dives into thin air, even gunfire flashes at a slower rate. The first few levels were rather challenging until I mastered the technique of diving in rooms and around corners. Lunging into a room in slo-mo with double pistols, mowing down a cluster of mobsters and thugs... its a kind of combat style that would make John Woo wince like a little girl. The bad guys even limp or clutch their arm when shot, and the game goes somewhat easy on the gore, even if the game has an M-Rating. Its primarily the situations and references which contribute to the games 18-only rating, as prostitutes, pornography, and drugged up junkies all make an appearance. But hey, its New York. The real driving force of Max Payne is its dark nature due to the fact that it is from the perspective of a man who has lost everything. The storyline, as well as the immediate surroundings, set the tone for the kind of level design and atmosphere. The levels never see the light of day - they always take place at night, and the game is therefore constantly in a red or black tone. There are even levels where you play Max's nightmares as he relives the murder of his wife and child in a dream. Max Payne is practically an interactive movie, which is my personal definition of a what makes a game immersive and authentic. I don't think theres a thing I would change about Max Payne - if theres one cheesy aspect of the game its the graphics, but if I changed that, I wouldn't be able to run them on my laptop...so there, its perfect. (This entry has been edited1 time. It was last edited on Fri, 08 Feb 2008 00:55:22.)Fri, 08 Feb 2008 00:54:05 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2364&iddiary=4528Max Payne (XBX) - Thu, 07 Feb 2008 19:03:36https://www.gamelog.cl/logs/LogPage.php?Log_Id=2364SUMMARY: Max Payne is a third-person shooter set on the gritty and unforgiving streets of New York city. You play as Max, a rookie cop with a poetic edge. The game begins when Max comes home to his "American Dream" and finds his wife and baby daughter killed in cold blood. Framed for murder and revenge as well as some extra ammo, Max embarks as a fugitive to find the killers and bring them his personal definition of justice. GAMEPLAY: The game moves very quickly and hence an additional feature is added to the combat system to keep up with the action - the ability to engage enemies in bullet time, or slow motion. When activated, the combat zone plunges into an almost underwater-like flow of movement - bullets zip by and the player dives into thin air, even gunfire flashes at a slower rate. The first few levels were rather challenging until I mastered the technique of diving in rooms and around corners. Lunging into a room in slo-mo with double pistols, mowing down a room of mobsters and thugs... its a kind of combat style that would make John Woo wince like a little girl. The environment is highly interactive and somewhat free roaming. If a room or location is blocked off, it always makes sense to the story why this is so. For instance, in the subway system, the bad guys have sealed the station shut, and the raging storm outside keeps the action indoors instead of on the streets. Vending machines will dispense sodas if used, which blow up in a crackle of fizz if shot. These things don't have an effect on the game, but its quite interesting to explore how far the developers went. The dark atmosphere and authentic New York mobsters made the progression of the story feel like just a movie. The game has short in-game cinematics, but the best dialogue is seen in the graphic novel scenarios between each level. Max's narration and interaction with key characters is seen in the framework of a comic book. This adds a compelling and unique way to depict events and plot twists outside of the action. (This entry has been edited2 times. It was last edited on Fri, 08 Feb 2008 00:30:32.)Thu, 07 Feb 2008 19:03:36 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2364&iddiary=4507Goldeneye 007 (N64) - Fri, 25 Jan 2008 15:42:09https://www.gamelog.cl/logs/LogPage.php?Log_Id=2106SUMMARY Goldeneye 007 is one of the very first first-person shooters for Nintendo 64 and became one of the most popular N64 games to date. The game is played in both single player and the ever popular multiplayer. The single player story is an adaptation of the seventeenth Bond movie of the same name, with added missions not seen in the movie. There are a variety of weapons to use, including Bond's signature Walther PPK, and most of the single player missions consist of mowing down waves of Soviet guards with automatic weapons while completing mission objectives which involve the usage of stealth and spy gadgets. GAMEPLAY Goldeneye has a large variety of mission objectives and locations which sets a precursor for an interesting story progression. While there is no audio for the character interactions, the dialog is authentic to the 007 theme. I'm hesitant to say that the most fun to be had in Goldeneye is the mass killing of guards - their various cries when being shot make killing sprees even more entertaining. Given the technology, the graphics and settings are rather impressive. The missions are rather large and spread out, its much more than guns blazing down a series of hallways. Sometimes, to complete mission objectives, the usage of Bond's various gadgets such as a laser watch is necessary. This adds a new element to the shooter genre, as it requires more than weapons to complete mission objectives. Goldeneye was very fun to play and each time I completed a mission I could expect an entirely different series of objectives and interactions in the next one. Enemies change in appearance in accordance to their surroundings as does Bond, his outfits change mission by mission, as do the weapons available. This kind of variety is one of the most compelling aspects of the game. SECOND GAMEPLAY Halfway through the game, and its still as compelling as ever. The game has great replay value due to the fact that you can go back and play missions that have already been completed, which was great because there are some levels I just had to run through again. Suprisingly, the levels never got repetitive, though I'm not sure I could play this game for hours straight. The story was interesting to follow, and I felt as if the missions not seen in the movie made its progression even more interesting, as well as providing even more variety for the mission settings. DESIGN The game features three difficulty settings - Agent, Secret Agent, and 00 Agent. Each progressive setting means more mission objectives, harder enemies, and less health. However, it is possible to unlock cheats by completing certain tasks under a specific difficulty setting. If you have a gameshark, I must admit, the single player missions are incredibly more fun with cheats. The developers put time into their cheat code design in making it actually enhance gameplay instead of watering it down. GoldenEye has a revolutionary rendering of space. The missions range from outdoor jungles and deserts of snow to the streets of Russia and secret satellite facilities, and often are vast in content and texture. Goldeneye does an excellent job of maintaining the secret agent theme and the soundtrack is complete with the signature James Bond music, played throughout the level. The player navigates through the menu through a series of secret agent dossiers and has the choice of playing single player or multiplayer. Multiplayer allows up to four players to engage in a variety of free-for-all skirmishes, incorporating different elements of the game to define what the players will experience when facing one another. For instance, you can change what type of weapons will be available, such as all throwing knives or automatics or just the golden gun (a one-shot-kill pistol). Even players new to the game can challenge veteran gamers - it is possible to adjust the player handicap to increase or decrease their health during combat. A few levels from the single player campaign are available in multiplayer, and each participant can choose from a huge variety of characters to play as. In light of these features, it is understandable why multiplayer in Goldeneye is such a timeless classic. (This entry has been edited2 times. It was last edited on Sat, 26 Jan 2008 17:17:15.)Fri, 25 Jan 2008 15:42:09 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2106&iddiary=4056GUN (PC) - Wed, 23 Jan 2008 17:23:49https://www.gamelog.cl/logs/LogPage.php?Log_Id=1869GAMEPLAY: The more I played GUN, I was compelled to increase my skills by completing side missions. These are scattered throughout the map and are played outside of the initial storyline. I had a great time exploring the landscapes on horseback and the combat sequences got more and more interesting as the game progressed. The game has a very genuine feel to it, it was more like a movie than a video game. By the time I finished it and had no more side missions, it really was lonely to roam around in such a desolate landscape! Thats really how emotionally engaging the game was! DESIGN: GUN is, in my opinion, a near perfect game. Describing it simply as a "Third Person Shooter" does not give its incredibly innovative design enough credit. It has the free-roaming environment of the Grand Theft Auto series and the level-up system of an RPG, all wrapped up in a gritty Western shooter. There is even a money system in which the player is rewarded for preforming such tasks as the hunting down of outlaws, delivering goods from town to town, and working as a rancher and herding cattle. In addition to a cash reward, each of these builds one of three player attributes: Gunhand, Horse, or Health. Its even possible to mine gold. The money is used to purchase weapon and ability upgrades from shopkeeps and traders posted throughout the map. As the story progresses, the missions get more and more complex in their design. The developers made an attempt to implement nearly every aspect of the Old West into each mission - one level has the player defending Chinese railroad workers from a tribe of Apaches, another involves escaping from a prison before being hung at noon the next day. The cinematics between each mission allow for massive character development and the voice acting is very engaging. More than once I found myself rooting for the main character as he blew the smoke from the barrel of his Peacemaker after blowing a corrupted mayor out of the third story window of his office. Truly badass. The combat sequences are amazing, but theres just one problem with gun, and I'm sad to say its a big one - it gets too easy! As the game progresses, you've completed so many tasks and side missions, your Gunhand and Health rating are soaring. At this point, every pull of the trigger is an instant kill and the badguys cant even touch you. If you're outnumbered, a simple usage of the Quickdraw picks off the highwaymen one by one, and in a matter of seconds you're the only man standing. If I could change any one thing, it would provide a balance between the AI and the increase of stats.Wed, 23 Jan 2008 17:23:49 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1869&iddiary=3879GUN (PC) - Mon, 14 Jan 2008 23:36:35https://www.gamelog.cl/logs/LogPage.php?Log_Id=1702SUMMARY Think Grand Theft Auto meets Max Payne meets The Good, The Bad, and the Ugly and you have GUN, a free-roaming third-person shooter taking place in the Old West. The storyline follows the bullet-ridden path of Colton White, a hunter-turned gunslinger with a gritty personality reminiscent of Clint Eastwood’s finest cowboy personas. After the murder of his father, he seeks to hunt down those responsible for his death, and in the process discovers the secrets behind his mysterious past, involving the true identity of his father and the location of a holy golden cross; a beacon to limitless fortune. The game was released in 2004 and was received with high acclaim, if little controversy for its depiction of Native Americans. GAMEPLAY The game is free-roaming and features authentically western locations for the player to explore, from Dodge City to the rolling plains of the old west. The gameplay is exceptionally violent, allowing the player to blow off heads, set enemies on fire, and even scalp them. However, one of the most compelling aspects of GUN is the immersive and movie-like cinematics which gives each shootout sequence a real sense of purpose. It's rather clear that the developers watched the dialogues of many Westerns closely when writing out the scripts for these intense and at times hilarious scenes. Colton dishes out his definition of justice with weapons quite accurate to the time period – Peacemaker revolvers, Winchester rifles, dynamite, and even an Apache bow play a role in the carnage. A somewhat revolutionary feature of the game, the Quickdraw, allows the player to engage in slow-motion combat with the pistol. The Quickdraw has a time limit that is recharged by headshots, multiple kills, and other various demonstrations of marksmanship. Undoubtedly, it serves as a valuable tool when facing multiple enemies at once. Since its 1800s, medkits dont quite exist yet, so a good ol' swig of Whiskey replenishes Colton's health in the case of a bloody showdown. Like the GTA series, the player changes outfits throughout the game, and horses serve as the vehicle by which the player moves across the map on missions. And - you guessed it - there is a mission sequence where you even ride alongside a steam engine! The developers did an excellent job of interweaving frontier history with Hollywood-inspired raw action sequences. I recommend GUN to every Western film fan, or just to anyone who just likes gritty action, intense showdowns, and shooting em' up frontier style. (This entry has been edited1 time. It was last edited on Mon, 14 Jan 2008 23:37:47.)Mon, 14 Jan 2008 23:36:35 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1702&iddiary=3656