
Countless are the hordes of
gamers who have stumbled upon Gunman Chronicles as it lay peacefully
upon the shelves of their local store, and wondered at why they've
heard so little about it. Many more are those who believe Gunman
Chronicles to be a Half-Life Mod (like Team Fortress Classic/1.5,
Counter Strike etc). Endless are the masses who are certain it
is the third part in the Half-Life saga. Well, they are partially
right on all counts. Let me first say that the only point which
Gunman Chronicles shares with Half-Life is that it uses the same
game engine, and that is where the technical consistancies end.
You don't even need a copy of Half-Life as Gunman Chronicles is
a stand-alone game. Let's take a closer look then.
Gunman
Chronicles
Developed by Rewolf
Software, it plays just like Half-Life and Opposing Forces
and you could be easily forgiven for believing that it was made
by the same team and could be the third part. So why did they
do this? A whole array of reasons, the main ones being that Valve
are too busy working on various Mods at the moment (ie Counter
Strike: Condition Zero, Counter Strike 2 and Team Fortress 2)
to make a game like this, and with the game engine already in
place it gives Rewolf a nice headstart on the actual development
of Gunman Chronicles. Besides, why not make a game so similar
to Half-Life in most respects, surely the more the merrier. After
all, no one is ever forced to buy such games, and as the variety
and competition grows, so the quality raises and the prices fall.
The
best way to compare it would probably have to be alongside Half-Life
and Half-Life: Opposing Forces. There will be a large mix of people
who prefer one or the other as they have various differences throughout
which make them individual and unique, but because of the many
similarities they share, it's almost impossible not to compare
the main assets of each. Gunman Chronicles is definately more
consistant than Half-Life in particular as far as levels are concerned.
Could be good or could be bad, depending on how you like the levels
in question. There are advantages to the variety of level designs
in Half-Life and Opposing Forces in that it prevents boredom and
tests a wider variety of FPS-type skills. On the other hand, if
you like the level design of Gunman Chronicles, you'll like the
game all the way through, and it is quite likely as the levels
are definately well made. I wouldn't say they are groundbreaking
or immortal in memory after playing, but they are way above an
average game's levels.
One
other point which is immediately noticed upon completion of Gunman
Chronicles is that it isn't a long game in comparison to it's
main equivalents. There are four worlds in total, and depending
on your style of play, expertise and the chosen difficulty level,
could mean each only taking a few hours. If you want to play the
game fully and not aim to fly through it like there's money at
the end, it should take a good few nights of solid play. To put
it in perspective, it is somewhat shorter in gameplay time than
Half-Life, Half-Life: Opposing Forces, Quake, Quake's individual
mission packs and Unreal. That might seem like a real downer on
the game, but I am being completely straight up. The game itself
isn't small in reality; the reasons it's faster to complete are
because it isn't a maze-type game where you spend hours trying
to find your way around, but instead you can generally tell where
you have to go next quite easily. Secondly enemies are either
clustered in certain areas or spread apart. When clustered they
may be fighting each other, which can save you ammo or you might
decide to charge in with guns-a-blazing. This means more birds
with fewer stones, but then when they are spread out it is alot
easier to kill them before moving on to the next with no downtime.
Finally I found Gunman Chronicles to be perhaps a little easy
on the most difficult level. There are a few parts later on where
situations can be a bit tough against the Colonel's Rebels, but
you can get through most of the game without taking any real damage
as well as ammo never being an issue. There is always plenty around,
so you can feel free to concentrate on fighting rather than thinking
'Should I reload from the last save? I wasted way too much good
ammo on that guy.'
They
Came in Metal Monsters
Yes, the screenshot to the left
is of your character in everyone's best friend, the Tank. A true
beauty it is too, it has a main cannon which is very powerful
(as you see it's making short work of that building along with
the two guys who were standing outside it), and it also has two
machine guns on the front. The cannon turrent is completely 360
rotatable and independant of the main tank's other functions and
mobility. Also, try as I might, I could not destroy my tank once
inside no matter how much I rammed it into the wall or fired point-blank.
That's not to say it cannot be destroyed through, for when you're
up against tanks there is always a way of destroying them, particularly
with some well placed rockets, but the creators of the game obviously
felt that you should enjoy being in the tank rather than overly
worrying about if it's going to blow up. During the main area
where you get to use the tank for quite a long way, you will need
to complete small tasks/puzzles in order to give your tank access
along roads etc. but should you find yourself unable to get past
a particular part, you can always continue on foot, though it
will be more difficult.
Saddle
Up, Lock and Load
A nice feature that Rewolf worked
on (apart from the continual storyline which takes you throughout
the game), is found in the arsenal of weaponary. Ranging from
the good ol' hunting knife (which you should never need to use
unless you like to spray ammo all over the place in a fight and
find yourself short), through to a sophisticated Rocket/Grenade
Launcher called a M.U.L.E. (Multiple Unit Launch Engine) and even
a Chem Gun which has a very wide range of possible settings, the
end products being a little too many in variety to name without
sending you to sleep with memories or your Chemistry lessons.
Don't worry though, it's all explained in detail in the manual
should you need to find a good mix. Ultimately the best part about
the weaponary is that they have a wide variety of possible customisations.
The Shotgum for example has the choice of firing 2, 3 or 4 shells
at once (which increase kickback and reload as you fire more at
a time) and also allows you to choose the spread from Riot Gun
(Wide spread), Shotgun (Medium spread) and Rifle (Small spread).
Then you have the M.U.L.E. with it's 11 options for the hand-held
weapon or 5 options if you wish to place/throw it's ammo by hand.
There are 7 weapons in total, and with the massive variety of
options available to them you will always be finding a better
way of taking out that pesky enemy. Oh and one last thing.. no
game would be complete without the trusty Sniper Rifle, though
this one has been revamped a little and wins points for originality,
even if you don't get to put a red dot on an enemy's forehead.
Give
Me the News Doc
Did you love Half-Life and/or
Opposing Forces and are thinking about getting Gunman? Let me
ease your concerns; get it. Using the same game Engine means that
movement, graphic quality, controlling and combat are almost identical.
It doesn't cost much and has been out for awhile now, It manages
to keep par with the above mentioned classics and even add it's
own elements. There is also a Multiplayer option of up to 32 players
to keep longevity going, and with lightning fast dinosaurs and
quick-shooting rebels in one-player, it'll keep your FPS skills
honed on a variety of weapons and combat situations. With the
majority of games in this Genre now being released aimed at the
Multiplayer market, it's nice to see one which aims primarily
at single-player. /me sniffles and wipes a tear from eye. It's
a beautiful thing :)
Performance
Blessed be the Half-Life engine!
Rewolf made a wise choice in using it. This engine is by far the
best FPS one out there, the Quake III one might look more realistic
and modern, but unless you plan on hooking it up on Nasa's mainframe,
you're out of luck playing it on anything higher than 200x150
resolution if you want to keep a frame rate smoother than the
10-page flip book you recently made in an idle half-minute.
Playing Gunman Chronicles on
a PIII 700 with 128Mb RAM and a Voodoo 3 PCI on a resolution of
1024x768 in OpenGL mode it ran like a dream. It was destined to.
I never experienced any slowdown even on the most demanding areas
and would have glady cranked up the resolution another notch if
I felt my monitor could handle it.
Minimum
System Requirements
- Windows 95/98/2000/ME/NT 4.0
- Pentium 233
- 32Mb RAM
- 4x speed CD-Rom
- 400 Mb Hard Disk Space
- 640x480 SVGA High Colour (16-bit) display
- Gunman Chronicles does not require Half-Life
to play
Finally, I've
put together a page of screenshots for Gunman Chronicles which
can be found here.
If you have any comments or
questions about this review or Gunman Chronicles in general, please
E-Mail me at reltrethan@hotmail.com.
-Andrew
(Starfire21 / Reltrethan)
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