But no seriously, there really isn't enough variety in the art styles of modern gaming, when you consider how immensely varied the world around us actually is. Think about all the backgrounds and ideas you could do, then thing how similar most shooters or platforming games are to each other. CoJ:Gunslinger, or just Gunslinger for short from here on in, is one of those under-appreciated motifs in action. Even from the get go I have to say I love the stylistic variety, chickens running around, bright red bandanas, dried yellow grass against the blue sky, old wood hammered together - It's gritty and not especially pretty by any stretch of the imagination, but it's different and man shooters could use a great deal more different.

And who wouldn't enjoy a story as told by an old drunk cowboy?
As I implied, the art style and engine to Call of Juarez: Gunslinger are excellent. It is a fantastic looking production, partially by looking so different from any other shooter I've played in years and partially by being so filled with variety in and of itself. You do fight in towns, but they're rustic and interesting looking set ups with far more charm than most shooters bother with, yet once you get outside the town arenas into the wildernesses the game really shines. Though the game does have what I imagine is a south western flair to it, there's such variety to the terrains it's delightful just walking around. Forests, swamps, mountains, gold mines and every other setting you'd ever see in a good western movie. The engine isn't anything mind blowing, but it looks so different from other better production value shooters you hardly notice.
The Narration in Gunslinger is both really good conceptually and upon execution. The narrator talks to the individuals he's telling the story to, and they will often contradict or otherwise sass him which leads to some rapid change ups or just more of a "setting" to the setting. Obviously they're little more than archetypes, but it changes how the narration works and creates a different feeling from the silent protagonist dull beep boop robot man of most shooters. Because the narrator is telling a tall tale you're more willing to suspend your disbelief within the structure of the story. Heck, when things look too silly or too ridiculous, he'll often correct himself or change things up. The audio and music all work superbly with the narration, or in general, and I very much find the game a pleasure to listen to.
Gunplay in Gunslinger is ... Not quite as good as I'd like, but still largely solid. The weapon variety, based on the where and when that it is, can come off as a little limited and there's some oddities in cover. You can shoot through some things, but not others, and at times you can't seem to hit what you're aiming at in cover no matter how much of their body is exposed. It's more or less a spectacle shooter though, so death on both ends of the gun comes fast and furious. It's more "functional" than most other elements of the presentation, so it can feel a bit of a let down, but it's still fine.

The game's difficulty, on normal, is very weird to me. It has consistent extremely problematic visibility issues, one of the things I find most annoying in FPS games - I have great difficulty picking out where enemies are and then hitting them before they can first hit me. As with Hard Reset, the difficulty spike here comes from the rush of goop on your screen, dropping what little visibility you might have to absolute zero. In most games this feels somewhat in theme, but here it feels really weird and against the grain. If we talk about the western motif - Poncho wearing, guns blazing, all that - The modern military shooter imagery of "screen covered in raspberry" works against it, because guns blazing usually means bullets ricocheting and flying everywhere. The problem here is one entirely of tone: That sound, of a bullet bouncing off metal or embedding in a hunk of wood, is one interspliced with the desperation of old timey gun battles. The modern military shooter doesn't have that tone and as such it mixes poorly to have the game essentially be a re-skinned shooter in that sense.
Crysis was actually coded to have enemies miss as your life decreased, but I feel like this game should have just had very inaccurate enemies who blast all over. People dual wielding pistols on the move are going to miss many of their shots. It's a subjective quibble but the bright colorful backgrounds mix poorly with trying to track brightly colored enemies as they move around and it just doesn't feel very western to me. You yourself, as well, are way too steady a shot. If ever there was a theme to go with the unsteady aiming of the modern FPS, welp, you're a crack shot with a rifle at almost any range.
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gatling gun fights as unfun as you'd think |

There's also a fair number of points, as with all FPS games, where the level flow is broken by either sloppy lack of conveyance or crappy jumping puzzles. Normally this bothers me a ton, but there's a ton of effort put into trying to make the terrain feel "real world" which always contradicts good level flow, but here the terrain is trains, woodlands and clifftops, so I feel like it's got a bit more leeway with me. The levels really try to look "like something" and that's more than I can say for most FPS games, though I think this generation is better than most for that.

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