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GUNCRAFT
Platform: PC
46

Guncraft Review

Thought the name was unoriginal? You haven't seen the half of it.

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We're really getting into the swing of things now, aren't we, indie developers? Ever since Minecraft made roughly enough money to plate the moon in solid gold it seems like you can't even pop down to the grocery store without tripping over half a dozen games that have jumped onto its bandwagon. Not that it's necessarily a bad thing - there's plenty of potential here, after all - but like with every new development in gaming, the slew of thinly-veiled imitators that follow in its wake are a more depressing insight into the human condition than a documentary on quadruple amputees. Make no mistake, I'm never ready to just cry 'rip-off' at the sight of a game that's run away with Minecraft's visuals - or even several of its gameplay mechanics - since a lot of really quite good games started off blatantly coveting their popular forebears, but you had better get up on the stage and show us something damn clever if you do because you just lost took a major hit to the originality points. As a result, it's fair to say that Exacto Games Studio might have really been onto something with Guncraft, a voxel-centric multiplayer first-person shooter recently Greenlit for Steam, but like diving into a paddling pool full of chocolate custard, the idea is far more appealing than the reality.

Guncraft

If you're accustomed to jamming an ironsight into your eye sockets every time you want to put bullets in something then you'll probably slip into Guncraft's gunplay like an old pair of unwashed underpants. Evidently Exacto couldn't decide whether to blindly dawdle after recent iterations of Call of Duty or Battlefield, so they opted for both, and as a result the frame we get for our violence is a typical modern military shooter with vehicular warfare served on the side. Pick your class, sprint around the map, spot your foe, apply ironsight to face and press the angry button until one of you dies. Oh, sometimes there are objectives to worry about and killstreaks if you can remember to bother with them, but that's the gist of it. I have my own personal disdain for this style of gameplay, which has blossomed like an overdue corpse flower over the first-person shooter market over the last few years, but it seems that this is what people like nowadays so I'll reserve my vitriol for more universally distasteful features.

At any time - assuming the default game mode settings are selected - you can switch to and from build mode, which removes your gun and gives you the usual block-placing interface that's imprinted on the inside of every long-term Minecraft player's eyelids. This mixes up the bog-standard gunplay by allowing you to build things in the heat of battle, patching up the terrain (which is fully destructible unless you specify otherwise) and maybe building some walls and staircases if you have the time. I got a bit caught up in this once on a larger map but my interior decoration endeavours were sadly cut short when an attack helicopter delivered a missile through an open window and reduced me to a handful of Lego bricks.

Being able to destroy and create terrain while the bullets are flying past has real potential - leave one person back at the base to build steadily more elaborate fortifications while the rest of you lead the assault, for example - but comes with some very unfortunate implications since traditionally the FPS has thrived on exquisitely-balanced level design. Ask the right person about Counter-Strike's Dust2 or Quake 3's Campgrounds and you'll be inundated with gushing descriptions of choke points and spawn positions and arenas, but once you start blasting holes in walls and blocking off doorways all semblance of such a delicate balance gets tossed right out the window, resulting in maps that quickly lose any sense of structure or direction. This isn't the bah-humbug ramblings of an elitist either, because this mechanic often leads to situations that simply aren't fun by any stretch of the term. I had a round of CTF set in a blatant clone of Halo's Blood Gulch with a handful of other players and after a solid ten minutes of blasting each-other to pieces our bases were no longer navigable by any reasonable means, consisting of the indestructible flag platform floating in a cloud of suspended blocks that couldn't be traversed without a PhD in first-person platforming and a theodolite.

Guncraft

Regardless of how you like your pointy shooty action, you'd probably agree with me if I said that movement should be quick, smooth and tightly-controlled. Obviously in an environment entirely composed out of waist-high cubes this requires a careful approach with a bit of finesse and thinking, but Guncraft apparently just can't be arsed. Do you remember hammering the jump button in Minecraft for about thirty seconds in order to climb up a large hill? Well I hope you enjoyed it, because that's the best way to get up a staircase in Guncraft, with the only other option being an automatic but equally-awkward climbing process triggered by sprinting at the slope in question with a mad disregard for the state of your kneecaps. Both of them break flow like a rhinoceros on a two-lane highway, turning the mere sight of an upward incline into something to be feared and killing any sensation of pulse-pounding action you might have been experiencing. Even jumping itself seems float-y and unresponsive with very little air control - as if Guncraft's combat all takes place in a vacuum - and doesn't seem to have any meaningful relationship with your motion on the ground, since you can be moving at full speed in the opposite direction to your jump the instant you touch the ground. These sound like minor gripes, but this is a genre where control over your movement and orientation is central to gameplay - well, that and being able to relocate people's grey matter via the medium of bullets - and Guncraft's system simply is far too clunky for the environments it creates or the gameplay it centres itself around.

Comments
Guncraft
Guncraft box art Platform:
PC
Our Review of Guncraft
46%
Poor
The Verdict:
Game Ranking
Guncraft is ranked #1892 out of 1972 total reviewed games. It is ranked #149 out of 160 games reviewed in 2013.
1891. Flashback
Xbox 360
1892. Guncraft
1893. Stranded
PC
Screenshots

Guncraft
10 images added Aug 21, 2013 21:36
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