Monday, February 2, 2015
Pocket Review - Gunman Clive 2
When Gunman Clive released in 2013, it managed to make my personal top 10 for the year, making it both the earliest in the year of release and least expensive game to ever have that honor. For Gunman Clive 2, Hörberg Productions upped the ante on the artstyle and wore more of its inspiration on its sleeve, but may have tried to bite off more than it could chew.
The most obvious change is that Gunman Clive's single-color art style is replaced with an adaptive color palette that makes the levels stand out more. The backing music continues the series theme of spaghetti western "twang", and doesn't distract from the game. Clive handles well, even in some of the trickier jumping sequences.
Gunman Clive 2 takes a lot of its cues from the Mega Man series - the dinosaur fight above is a homage to Mega Man 2's first Dr Wily stage fight, for instance. The five-directional shooting screws borrowed from the first Mega Man can shove off, however. The platforming is thankfully broken up with After Burner-inspired dogfight sequences with the Gunman Clive twist, as well as the ever-fun panda riding sequence.
Unlike the original, I didn't feel the need to jump back into Gunman Clive 2 right after finishing it the first time. The difference in game clear time versus the 3DS activity log was about 15 minutes, which means I died a lot, but thankfully recovery is quick from death. I'd definitely recommend this sequel, just... be prepared to roll your eyes a bit at the ending revelation.
TLDR A worthy followup to an indie great that has a few moments of eye-rolling
Enjoyed by? People who love run-and-gun platforming or westerns
This game was played on a 2DS and was purchased by the reviewer.