I think what attracts me most to the indie game scene is the refinement of game ideas down to their core. It’s far too typical for games to include elements from disparate genres (how many AAA games now include some form of levelling or skill tree based progression) and whilst the end result might be playable those extraneous elements usually don’t do much for the game as a whole. Independent game son the other hand, with their much more limited resources behind them, have to focus on those ideas lest the scope get out of control. Gunpoint is an indie platform puzzler that does a few things and does them well making for an enjoyable, if somewhat short, experience.
You are Richard Conway, freelance spy who’s just received his shipment of Bullfrog hypertrousers and has decided to test them out from his 3rd floor apartment. Of course since you’ve never used them before this sends to you flying out of your apartment and into the nearby corporate offices. Unfortunately for you a murder is committed nearby and the video footage places you at the scene of the crime. So begins your adventure into covering your ass and, hopefully, discovering who the real killer is.
Gunpoint is a pixel art game and does well to invoke feelings of the times when games like it were common. The story behind its creation is quite interesting as the main developer, Tom Francis previously of PC Gamer fame, put out a call on his blog for artists. He eventually settled on John Roberts as the lead artist and Fabian van Dommelen for the backgrounds and the end result is quite good. Francis also went through the same process for the background music and has achieved a similar level of success even though it’s a decidedly more modern affair.
As I alluded to before Gunpoint is a puzzler platformer with a heavy emphasis on using the environment to accomplish your objectives whilst remaining out of sight of potential enemies. Initially this is just a game of timing your moves right, ensuring that guards don’t see you and that you have enough time to accomplish your goal before they turn around. However that all changes when you’re given access to the crosslink tool, a game mechanic which allows you to rewire circuits within the building you’re attempting to infiltrate. This allows you to do all sorts of crazy and whacky things, many of which are emergent thanks to the rather free form nature of Gunpoint’s play.
In the beginning you’re given unfettered access to the entire building, allowing you to rewire anything to anything. Of course if the whole game was like this it would be a little too easy so eventually it’s broken down into different circuits which you need to unlock in order to be able to control devices on it. This necessitates using a little strategy in order to get guards to open doors for you or just to set them in motion so you’ll be able to sneak past them or take them out without risking being shot. This is probably one of the few games where I find one-shot kills acceptable although that’s probably more due to the great auto-save system more than anything else.
The upgrade system in Gunpoint takes on a dual focus with each successful mission granting one point to upgrade your innate abilities as well as a stack of cash which you can spend on upgrades. However like most games which incorporate upgrades which have potentially game changing consequences Gunpoint’s levels don’t strictly rely on you having anything of them, meaning the game can be completed without them. Indeed I didn’t spend much money at all on upgrades initially and only when I was granted a ludicrous $8000 bounty did I bother spending my cash. Even then at the end I barely used any of the additional abilities I had been granted although the upgrades to the jump charge speed and height were somewhat useful.
The story is a light-hearted affair as it doesn’t take itself too seriously (even if you choose the less silly dialogue options) and doesn’t really deal with a serious subject matter. For the style of game it fits quite well and the story sequences, which are told through walls of text, don’t distract from the main game. If you’re feeling adventurous you can also find extra bits and pieces of the story scattered around the levels in optional objectives which aren’t completely necessary but do add a little more flavour and back story. Overall it’s good but lacks any kind of depth so don’t expect a heavily story driven experience.
Gunpoint is a great puzzler experience that focuses heavily on the game play, allowing the player a degree of freedom that is rare in today’s titles. It’s quite likely that no two playthroughs of Gunpoint will be the same as the amount of emergent behaviour that is possible within each small level is quite extraordinary. It’s let down somewhat by the not-so-useful upgrade system and light on story but the heavy investment in the game play more than makes up for these shortcomings. It’s an intriguing title, one made even more interesting by the fact that it was made by a former game critic, and should you be looking for a good distraction between longer games then you really couldn’t go past Gunpoint.
Gunpoint is available on PC right now for $9.99. Total game time was approximately 2 hours with 50% of the achievements unlocked.