Gunpoint – Spying, Climbing and Jumping out of Windows
By Matt Clarke
November 30, 2011
Gunpoint is an indie game being developed by PC games journalist Tom Francis. If you read PC Gamer like me, you’ll probably know him for his writing more so than his game development skills. Nonetheless, he seems to be doing a pretty good job of creating his first game. In it, you play a spy who has to break into office blocks, hack computers and take out guards before making a daring escape, quite often by leaping out of a third story window. But that’s not even the best bit. You get a gadget called the Crosslink, which basically lets you rewire any electrical device to almost any other in the building, allowing for some very creative puzzle solving…
In the video below, Francis explains how the game works and shows off some of the unique ways to solve some of the missions. With the crosslink, getting through a locked door can be as simple as rewiring the door’s locking mechanism to a lightswitch. Flip the switch, and bingo – you’re in. But it can get hilariously more complicated than that if you want it to. Guards will patrol floors, and you can predict their movements by changing various switches around. If you turn out the lights on a floor, a guard will automatically attempt to turn them back on, so you can use this time to escape while he’s looking the other way, or take him out from the shadows. But why not set a trap, so that when he flips the lightswitch back on, he gets smushed by a nearby door? All that is possible, and it looks hilarious when you pull off carefully laid plans like that.
He was aiming to have it out by Christmas, but it looks like its been delayed unfortunately. Still, the game is set to be free when it comes out, so I have no problem waiting a bit longer.
I want to talk about Cloudpunk, a game where you get to be a flying-car delivery driver in a futuristic cyberpunk city. Its world is an incredible achievement of environmental design, and while the gameplay itself may be basic, the city of Nivalis is a thing of beauty to behold. Nivalis is built out of hundreds of hand-modelled cuboid buildings; there’s nothing procedural about it. Apparently it took 3 years for the devs to design the city, and it really shows.
I do love me some quality pixel art, and it doesn’t get much better than this. Cast n Chill is a cozy side-scrolling fishing game by small indie dev team Wombat Brawler, with absolutely gorgeous visuals. It’s simple to play, and you you can dip in and out of it at your leisure, making it a fine addition to our collection of coffee break games.
Is bingeing bad for us? It seems an obvious question, but I have been thinking about it lately, while revisiting Lost, the tv show that started 22 years ago (cripes, I feel old). Back when it was airing, my friends and I watched it religiously every week, talked about it in great detail, eagerly awaiting the next episode. It was the definitive show of its time, sparking debates and endless theories. It felt great to be a part of that, the sense of all experiencing the same thing together over a long period of time – most seasons had over 20 episodes, which is way more than most shows get these days – and they aired one by one, every week for several months. In today’s age of bingeing a show from beginning to end, I wonder what we are missing by not taking our time.
It may look clunky as hell thanks to the original Unreal engine, but Deus Ex was a pioneer in videogames because it gave the player so many choices to make. It resulted in one of the deepest gaming experiences of the time, because it went to great effort to show the consequences of those choices. The story was spread across many ‘hub’ levels, giving you total freedom to approach your objectives whichever way you wanted, aided by an RPG style upgrade tree that you invested in as you played. Wanna finish it without killing a single soul? That is entirely possible. Prefer to tool up with a rocket launcher and just murder your way to the end? Nothing could stop you. Your NPC allies would respond differently back in the Unatco base, depending on what you did out in the field. This level of responsiveness was unparalleled for a long time, to the point that even if you walked into the ladies toilets, your boss would scold you for it during the mission debrief later on. It was many little moments like that which made the game so memorable for me.
Last summer, I collaborated with my mate Mark Vale to create our very first mobile game app. It’s all about pushing buttons as fast as you can. So, a great little time-waster when you’re on the loo, or waiting for your bread to toast. Mark came up with the concept, did all the programming in Unity, and I provided the art and music. There’s only one rule – hit the green light as fast and as many times as you can.
Beyond: Two Souls is a paranormal action thriller starring Ellen Page and Willem Dafoe. You’d be forgiven for assuming it’s a Hollywood film based on that description, but it is in fact the latest game from Quantic Dream, the studio behind the equally cinematic Heavy Rain. It’s tempting to compare the two, but Beyond is a different experience, opting to tell a linear story with fewer choices and consequences. As a big fan of Heavy Rain’s dynamic storytelling approach, I expected to be disappointed but as soon as I started playing I realised what writer and director David Cage was trying to achieve and felt satisfied to go along for the ride. Because what a ride it is…