After The Cartel changed the series' setting from the Wild West to the modern-day, Gunslinger returned the series to a western milieu. In making the game, the designers were very much trying to redeem the reputation of the Call of Juarez brand after the critically reviled and commercially unsuccessful The Cartel. In returning to the Wild West setting of the first two games in the series, the designers decided to focus on the importance of storytelling in myth-making. Basing the narrative structure on Bastion, they aimed to use the game's unreliable narrator to examine the fine line between fact and fiction in establishing the legends of some of the West's best-known figures.

As with previous Call of Juarez games, "Concentration mode" is an important gameplay element; the difference here is that Gunslinger features multiple types of concentration modes. The standard mode is charged by killing enemies, with headshots charging the meter faster than body shots. Once the player activates their concentration meter, the game goes into slow motion and all enemies are automatically highlighted in red.[19][20] Other forms of concentration mode include falls, door breaches, Quick Time Events (QTEs), and "Sense of Death".[21] Falls and door breaches work the same way as normal concentration mode, except they automatically happen at certain locations irrespective of whether the player's concentration meter is charged. Falls happen when Silas is falling and there are enemies below him. Breaches happen when Silas bursts through a door.[22]


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QTEs also happen automatically. Silas will automatically target an enemy and the player is required to press a specific button to shoot and kill that enemy. If done correctly, the reticle will automatically jump to the next enemy, and so on, up to five enemies. If the player fails at any point, the game exits concentration mode and continues normally.[18] For Sense of Death, as the player avoids game over, by having their health dip low before increasing it again, they fill their Sense of Death meter. When this meter is full, it will automatically activate when Silas is one shot away from death. When that shot is taken, the game will go into slow motion and the player will be granted the ability to dodge left or right to avoid the fatal bullet.[20][23]

Aside from the campaign, there is also an Arcade mode and a Duel mode.[29] In Arcade mode, the player can pick from three different character classes, each with their own strengths and weaknesses. They must then face waves of enemies in locations taken from the campaign but modified specifically for Arcade play.[21][29] In Duel mode, the player duels sequentially with all the end-of-level enemies from the campaign, with five lives to defeat all 15 opponents.[29]

The game begins in Abilene, Kansas in 1910, as legendary bounty hunter Silas Greaves enters a saloon and begins regaling those present (a sarcastic man named Jack, an old-timer called Steve, bartender Molly, a teenager named Dwight, and the barman, Ben) with tales of his adventures.

After being well-paid for the deaths of Curly Bill and Ringo, Silas realises how much money is to be made in bounty hunting. He subsequently tracks and kills Henry Plummer, former sheriff of Bannack, Montana, who was accused of leading a gang of murderers and thieves called the Innocents.[32] Next he tracks John Wesley Hardin, who he arrests. He is then employed to hunt down a Chiricahua medicine man known as Grey Wolf who led a war party against the US Army in retaliation for an unprovoked massacre at his daughter's wedding. Grey Wolf, however, manages to elude Silas - the only outlaw to do so. He next tracks and defeats the Dalton Gang after their disastrous attempt to rob two banks at the same time in Coffeyville, Kansas.

Addressing why the team had returned to the Wild West after setting The Cartel in the modern-day, Techland's international brand manager, Baej Krakowiak, stated, "we did so for a number of reasons, but basically because of what we've heard from fans and the fact that we're ready to believe that this is where the series belongs."[43] Similarly, Ubisoft associate producer Nicolas Joye said that the failure and negative fan reaction to The Cartel had been instructive, admitting they had tried things with the game which simply didn't work; "we learned a lot of lessons, in terms of production organisation, production value that we should put into the game, what to focus on."[44] At PAX 2013, Ubisoft brand manager Aymeric Evennou echoed both Krakowiak and Joye in acknowledging that the franchise should remain in the Wild West, and that The Cartel had been a failure; "this is where the brand belongs. We tried something else, but now we're fully dedicated to please the fans."[45]

Nintendo Life's Chris Scullion scored the Switch version 8 out of 10, calling it "one of the better-looking first-person shooters we've seen on the Switch." Finding it to be "a solid port", he praised the adaptation to the Switch's Joy-Con, and concluded, "it's an entertaining adventure, which does clever things with its story structure."[67] TheSixthAxis's Thomas Hughes scored it 8 out of 10, praising the use of motion control ("I can not stress enough just how fun this addition is."). He concluded, "the Switch port is an excellent way to experience the series for the first time."[72]

TheGamer's Fox Tanner scored it 3 out of 5. He praised the narrative, but was critical of the controls. He also disliked the implementation of motion control ("it often seems to impair more than aid"). Nevertheless, he found the game to be "arcadey shooting action at its absolute best," and he concluded, "it's more than worth the asking price of twenty dollars."[71] 4Players's Benjamin Schmdig scored it 59%. He was critical of the graphics and frame rate ("so low that it is physically uncomfortable to play the game at times"), opining that the poor presentation made targeting very difficult. Arguing that it is "one of those games that should not have been published in its current form," he concluded, "Gunslinger joins the ranks of games that do not really fit the Switch."[62]

Secondly, for once this is a game that appropriately deploys irony. So many games set out to satirise their genre, while failing to come close to the games they're mocking. Or more aggravatingly, sardonically commentate on gaming's more frustrating features by deliberately including gaming's more frustrating features. Gunslinger makes neither mistake, while successfully teasing the eccentricities of the shooter.

This gimmick plays out in other wonderful ways. At some points Greaves' drinking companions call him on outright lies, at which point the experience you're having can suddenly change as he adjusts for facts. Or impassable canyons will rearrange themselves before your eyes, as ladders and new pathways literally fall from the sky in order for his story to continue. Occasionally he talks himself into such an impossible situation that he has to backtrack entirely, meaning the game rewinds itself in front of you, and you play out a sequence in an entirely different way.

So this is basically a classic linear game with very minor progression system and some secret stories to discover. And dang how well written are these secret stories. Not too long to bore you but enough detail to leave an impression. I tried to find as many of these as I could. The Wild West has so many fascinating tales and characters.

Also after the first finish, a new mode called "New Game Plus" is unlocked. In this mode, all experiences points from previous finish are retained, allowing the player to achieve max level of 37 (XP capped at 600,000) and unlock all skills. Difficulty options are also given for New Game Plus.

It's a first person shooter set in the wild west, it owns this, it is at it's heart a western. The story itself isn't much to right home about, it's a revenge story, a cliche one at that, however the excellent writing and voice acting save it from being boring. The gameplay is interesting, it is a first person shooter, but there are no automatic weapons, for most of the game you're limited to a revolver, a rifle, or a shotgun, with the option to dual wield revolvers. You'd think this would get boring, however the game has a skill tree which can vastly alter the way you play. You can be a marksman, busting heads and slinging dynamite, you can be a gunslinger, pissing away bullets like there no tomorrow, theres even a "trapper" route for close combat, but I wasn't a huge fan of that. This means the game has quite a lot of of replay value, there's even a new game plus mode!

Redemption. Been a long time since I played it, but as I recall, the guy didn't seem like a bad dude anymore. Playing as Silas I figured there'd be at least 10 people on the hunt for me because of the people I'd killed in my past, and I'd like them to do the same and spare me when the tables would inevitably turn.

If I recall I picked revenge. Simply because at that point I didn't believe in redemption of that character. You killed so so many people in pursuit up to that point just to achieve your goal, in my eyes there was no redemption. Not putting the bullet in the last guy just felt completely disingenuous after all that led up to that, a hollow gesture.

We wanted to avoid any kind of global plot that would require us to link all these chapters logically. Actually, it would also save us from having to justify how our hero could have met all these legends in his one and only life.

The Colt 1851 Navy, called the "Ranger," is the game's most powerful and long-ranged handgun, but also the slowest-firing. It is largely based on the revolver used in the film The Good, The Bad, and The Ugly as ammunition is inserted via a loading gate, and has similar rear sights. The reload animation is more or less the same from the Remington 1890 and it has a squareback trigger guard of the very early production Colt Navy revolvers. The upgraded version is known as the "Engraved Ranger". be457b7860

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