Reviewed on PC, also available on PS3 and Xbox 360
Video games have grown up a lot in the past 20 years. Gone are the two dimensional characters with narrative structures to match. Today it’s all about being ’emotionally engaging’ or offering ‘unprecedented immersion.’ Alright, so not entirely; Call of Duty remains a pretty mindless affair, but it does not embrace it quite as unabashedly as Bulletstorm. In fact, nothing out there does.
Bulletstorm strips away all the pretentiousness of current generation AAA video games, and goes back to the basics. It makes shooting stuff fun, and funny. Is this enough to satisfy a global community of core gamers who persistently argue over whether or not games are art, or whether they can rival literature and film in terms of storytelling? The answer to this question will depend on the individual, and suffice to say that if you like the idea of Bulletstorm, you will like Bulletstorm.
The game makes its intentions well known in the opening minutes. Lead protagonist Grayson Hunt feels like a spoof of a Gears of War Character. He’s as manly as Marcus Fenix, but probably a lot more fun at a party. The game kicks off with Hunt and a Dead Echo squad member interrogating a bounty hunter who was sent to kill them. He discovers that his previous boss, General Serano, commissioned the hit, and from there a surprisingly fleshed out storyline unwinds.
I really wasn’t expecting anything prolific from the game’s plot, and it delivered on this lack of expectation. Having said that, I was surprisingly engaged and entertained by the story. Sure, it’s silly and over the top, and it obviously doesn’t try to do anything new, but for what it is, it works. You will have to suspend your disbelief quite a bit, but then if you’re not prepared to do that then you have no business playing Bulletstorm in the first place.
More important, but as ridiculous as Bulletstorm’s plot, are its larger than life characters. Grayson Hunt, while obviously quite vacuous, constantly entertains with his lewd quips, and is also remarkably likeable and occasionally even vulnerable. His cyborg sidekick Ishi is a little more complex, and manages to be uniquely memorable. The way in which these two characters interact sets the tone for the game, and breathes real life into the campaign. Simply put, the game oozes personality, and this is one of Bulletstorm’s strong points.
It’s strongest point however, is the gameplay. The foundation is fast paced and solid. You navigate the world fluidly, and People Can Fly really nailed the balance between weight and speed. Guns feel solid and satisfying, and enemies behave just like the cannon fodder they are supposed to. The joy one experiences just from blasting enemies is difficult to describe. On top of this solid foundation, People Can Fly have built an innovative skill shot system which prevents the game from becoming overly repetitive. You are not limited to shooting enemies, and the kick function is immensely powerful, able to send enemies flying across the screen in a wholly unrealistic but totally awesome manner. Then there is the leash, which you can shoot from a contraption strapped to your wrist. This can be used to throw enemies about. Combining these three basic attacks and making use of the environment forms the basis of pulling off skill shots. When you kick or whip an enemy, the game will slow down for a few seconds, allowing you to shoot or whip the floating enemy.
Skill shots include basic actions such as head shots, or kicking enemies into cactuses. These get progressively more complex, and often ridiculous. The first time you perform a particular skill shot you get a points bonus, while performing the same skill shot again gives you less points. So it is therefore wise to try and be creative and pursue new skill shots. You can at any time access a list of achievable skill shots, which means you can set yourself objectives.
This would all be superfluous if skill points served no purpose. However, this is not the case, and People Can Fly have ensured that players have plenty of incentive to constantly try out new skill shots by making skill points the game’s only currency. These points can be used to purchase ammo and upgrade your weapons and leash. Each weapon (of which there are only seven) has a special upgrade which unlocks a unique ability. For instance, the game’s primary assault rifle – the Peacemaker Carbine – can fire 100 bullets in a single shot, causing massive amounts of damage. Each time you want to use a weapon’s special ability, you will have to have a charge ready, and these cost skill points. Weapon special abilities are a lot of fun, and can cause devastating damage, and you will find yourself pursuing skill points just so you can use them. They are also upgradable, although upgrading them, again, costs skill points.
It’s a great system, and it forces you to play the game the way it’s meant to be played, which in turn makes it a lot of fun. Some of the weapons, although quite limited in variety, are truly inspired. The sniper rifle allows you to control bullet flight trajectory, meaning you can pick off enemies from around corners. The Flail Gun is a highlight, firing a short chain with an explosive ordinance attached to both ends. The chain wraps around the enemy, tying their arms down before exploding. Then there is the Penetrator, which fires a rotating drill and can be used creatively to earn massive skill point bonuses. Each weapon has its own list of skill shots to pursue, again expanding on the gameplay dynamics.
Then there are the production values, which are nothing short of top notch. Beautifully realised rag doll physics are an important feature in Bullestorm, and the game is rendered beautifully using the Unreal Engine 3. Environments are varied, and range between lush tropical resort surroundings, to dank underground caverns. Explosions are marvellous, enemy animations fluid and often funny, and there are a variety of impressive effects. Sound is also top drawer, with full bodied gunshot effects and hilarious voice acting.
The single player campaign is disappointingly short. While other reviewers peg it at nine hours, I’d say seasoned FPS veterans will finish it in around five. It’s amazing while it lasts, but it definitely feels like it could be a bit longer. Following the single player campaign, players can try out the Echo mode, which basically allows them to play various portions of the single player campaign in an attempt to get the highest skill point score. There is a neat leader board so you can see where you stand not only among your friends, but also globally. It’s a cool addition that does give the game added longevity, but it would have been nice if People Can Fly had designed new maps instead of simply giving us pieces of the single player campaign to play through.
Then there is the multiplayer, which I had mixed results with. The automatic match finder dropped me in games with international players, so high latency effectively ruined the experience. Results were better when manually selecting local players from my friends list. The problem is that it uses Games for Windows Live, which is not the most popular gaming platform for PC gamers. Steam would have been a more practical solution.
Overall, Bulletstorm is a fantastic game. The obscene humour, excellent game design, and gorgeous visuals make it a truly worthwhile experience. The single player campaign could have been longer, and the Echo Mode feels a bit like a cheap add-on. If multiplayer had worked properly, then the longevity would not have been a problem, but as it stands, I have little reason to go back to it after having completed the campaign, bar a second play through. In fairness, I never replay games, but Bulletstorm feels like something I wouldn’t mind starting all over again.
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