Reviews// Bulletstorm

Posted 27 Feb 2011 16:08 by
Companies:
Games: Bulletstorm
I gritted my teeth, my mouth involuntarily twitching into a snarl. I eyed up the grizzled face across from me and thought about 18 different ways to mess it up. My fist clenched. Every nerve was on edge, every synapse in my skull danced, there was white heat behind my eyes. “You OK man?” the face asked. “I'm fine, you f*cker,” I replied. It was a lie.

I'd just finished playing several hours of Bulletstorm and, really, that's no sort of mood to be in when you're off to see your girlfriend, is it? But golly, Bulletstorm had wound me up. In the best possible way.

If you play shooters (or racers or beat-'em-ups, or any other genre that consistently requires quick reaction) you know the sort of tension I'm on about. The kind that frays your nerves and leaves you feeling like you've just eaten an entire jar of instant coffee. If it doesn't have you throwing the controller at the telly, it's often the sign of a game well made. Bulletstorm handles it very, very well.

(DISCLAIMER: For the record, I wasn't actually thinking of any ways to mess anyone's face up, nor have video games ever made me inclined to damage anyone. Much like sports, though, they can raise adrenaline and tension levels.)

So, it's a first-person shooter of the sci-fi variety from People Can Fly, a studio owned by Epic. You play as Grayson Hunt. He's a pirate from space. You might describe him as plucky. He's got a big old beef the military he used to work for in general and for one General Sarrano in particular. When Hunt's and Sarrano's ships both crash land on the planet Stygia, Hunt gets to choose between helping his cyborg partner Ishi survive - and earning some redemption – and revenge. Either way, there's a lot of killing to be done.

In terms of gameplay mechanics, there are two things that set Bulletstorm aside from its peers. The first is the ability to use either the leash, which is an energy whip that yanks distant objects closer to you, or a good hard kick or slide to stick someone in the air, where they'll float for a moment, moving in slow motion. Yeah, slow motion. We've seen it. Yes, I know. That feature, however, feeds nicely into feature Number 2.

That would be the skillshot system. This is a system whereby you're rewarded with extra points for more... creative kills. For example, you'll get a measly 10 points for straightforwardly shooting someone in the gut, but you'll get 100 points for getting someone impaled on a cactus or a spike. They get considerably more fiddly than that. Like 'shoot someone in the ass while you've got someone else floating in the air next to you and you're having a wank using a mutant's hand'. And dangling someone in the air in front of you for a couple of seconds really enables you to get inventive.

Once you've earned points for your kills you can spend them on upgrades for your weapons or ammo at the various dropboxes scattered around the levels. It's not really about that, though. It's about pride. That, and the online leaderboards, although for gamers like me with fingers like elephant trunks the leaderboards might not be so much of a lure as the pride that comes with a kill well made.

While a points system might not seem like that much of a draw, it's actually tremendously successful. Every firefight you enter, you're not just looking for the quickest way to hose everyone in your path with bullets, you're thinking 'what's the best way for me to murder these bastards?' Often, it doesn't involve guns at all, but rather creative use of the environment.
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Companies:
Games: Bulletstorm

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