To be honest, I’m glad Terrible Posture stuck to the spirit of Tower of Guns. In this combination, however, you would otherwise not get them under the gun.Īfter the release a co-op mode will follow at some point. The ingredients are by no means new in 2018. Mothergunship is the more or less direct successor, eliminating the cel-shading look in favor of handsome, if somewhat generic computer game sci-fi and integrating the next buzzword feature with new crafting aspects after roguelite. Who else remembers Tower of Guns? The one-man indie project that sent you through procedural 3D bullet h***s in a mix of Doom and Binding of Isaac? The little curiosity was just over four years ago and Mothergunship reminded me of it so strikingly … that I still forgot to look over and over again to see if there was a connection. Otherwise, the nimble Ego-Roguelite-Bullet-H**l with the funny weapon crafting is excellent. It's a game that you will soon forget.Mothergunship test: the mother of all weapons Far from it, and it can even be said to be more ambitious in certain areas than many of the triple A efforts of the genre, but ultimately it falls short of greatness because of a few fundamental flaws. Wanted: Weapons of Fate isn't your run of the mill licensed piece of crap. And it feels like you have just mastered and unlocked all of your skills when you watch the credits roll. There are unlockables, and some motivation to replay at harder difficulties, but when you find your stride between the covers, the quick and dirty melee kills and your special assassination skills you will be able to run through the campaign in about four hours. You are given new tools throughout the game, but it is all over way too soon. There are some nice boss battles although they are a repetitive and limited in scope, but the level inside the plane is certainly memorable.
When Weapons of Fate is at it's best you will be moving from cover to cover, melee killing, slowing down time, bending bullet trajectories and watching instant replays of moments of skull crushing precision. The knife wielding screaming enemies with red jackets that trigger a quick time event are also slightly annoying. The sections where Wesley uses his sniper rifle are equally dull. That may sound harsh, but being forced to ride out timed gun turret sessions is something I didn't think I would have to experience. Despite the fairly varied tools that you have at your disposal, the level design and the enemies you face feel unspired and partially trapped in the limitations of the last console generation. The game is technically sound without really standing out in a crowded and fiercely competitive genre.Īnd while Grin manages to pull off a few ambitious moves such as the chainable cover, and the varied gameplay afforded by curved bullets, exploding bullets, and a bullet time (sorry, "assassin's time") that you can activate while moving between covers, the game is not ambitious enough in other areas to truly stand out. Wesley's oneliners and the weird fraternity that takes their orders from the "Loom of Fate" are also perfect additions to a video game.
The ability to slow down time and bend bullet trajectories are great special skills in a shooter and Grin have pulled these abilities off rather nicely. The protagonist Wesley Gibson used to be a nerd (hey, it could be me!) who got push around in life by his boss and his cheating girlfriend, but lurking inside was the special skills of a master assassin.
Not much, but there is more to Wanted: Weapons of Fate, than the typical movie license game.ĭespite my reservations the fiction is ideally suited for a video game. So what is there for me to get excited about when Grin creates the video game sequel of the movie. I can't really say that Mark Millar's comic or Timur Bekmambetov's movie adaptation got my juices flowing back when I first encountered them. It's hard to get too excited about a licensed game when you have no real love for the license.