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It's often been lamented in recent days that, of the multitude of
genres crying out for a videogame interpretation, the most beloved
subject of countless novels and movies - the Wild West - has been
largely ignored. There have been a few small efforts such as GUN
and Red Dead Revolver (the latter of which is due for a sequel soon)
and, going back further, the highly regrettable Custer's Revenge
(regarded by many as the worst game ever), but it wasn't until the
original Call of Juarez was released onto PC and Xbox 360 that people
really started to take note of this hugely under-represented sub-genre.
Despite
being a noble effort in terms of storytelling and visual presentation,
Call of Juarez failed to kickstart a Western resurgence. Some blamed
the dodgy controls while others were quick to criticise its jack-of-all
trades gameplay style, and while it featured a number of entertaining
innovations, it led to a somewhat disjointed experience that was
never quite sure what it was or where it wanted to take you. Well,
three years later, publishers Ubisoft and developers Techland have
unveiled their latest sojourn into the hostile plains of post-Civil
War America and are hoping to bring back the quick-shootin', hard-drinkin'
adventures of the Ol' West.
The
premise of Call of Juarez: Bound in Blood fits into the rare category
of the desirable prequel. Set around twenty years before the events
of Call of Juarez, you find yourself stepping into the boots of
Ray and Thomas McCall before they both settled down to preach the
word of God and raise a family, respectively. Over the course of
the story you learn just what prompted Ray's transformation from
sinner to shepherd and how Thomas, ever the wanderer, eventually
settled down to raise a family. As before, the game's narrative
is one of its strongest points. The story is a compelling yarn,
borrowing heavily from classic Western tales but still managing
to mark itself as a unique adventure. Combined with wonderfully
well-written dialogue, perfect pacing and a dramatic climax, it's
enough to help you overlook the game's relative shortness - it's
only six hours long on an average play through, but enough is packed
into the experience to leave you totally satisfied.
Cinematic
writing requires equally professional visual production values and
Bound in Blood is good enough to serve as the perfect benchmark
for future titles. The expansive world is wonderfully realised and
with staggering attention to detail. As Ray and Thomas, you'll drag
your boots through dusty open plains, lush forests, muddy trenches
and dark, foreboding mine shafts. Being set in the mostly desolate
southwestern states, you often find yourself in vast, arid landscapes
under an impossibly bright sun. There are still plenty of impressive
visuals to feast your eyes upon however, as dust devils whip up
around you, shimmering heat distorts the air and the sun causes
the occasional blinding lens-flare. There's maybe a little too much
bloom - anyone wearing a white shirt becomes an unnatural shining
beacon in the noonday light - but it doesn't detract from the rest
of the spectacle.
All
of this can take its toll on even a powerful computer and draw distances
are often affected as the game struggles to keep up with itself
while you move through the world. Screen tearing is also an issue
that is close to unforgivable in any modern game. One of the benefits
of playing on a PC is the extra control over the level of graphical
detail, but the inexplicable lack of any vertical sync option in
the game makes the juddering rips as you turn to look around especially
infuriating.
Most
of these problems arise during the game's open world exploration
instances and, thankfully, such graphical issues aren't as prevalent
in the levels of the main campaign. Techland have also worked hard
to provide some unique touches to Bound in Blood that really pay
off. In homage to the theatrical cinematography that made Westerns
so popular on the silver screen, the game is filled with beautiful
camerawork and great care has been taken to provide a rich and immersive
experience. As well as the now standard lens flare and dust/water
on the camera effects, Bound in Blood's first person perspective
is further enriched through the use of variable depth of field,
pulling the object of your attention into focus and blurring out
everything beyond its range. This is a breathtaking trick the first
time you encounter it but it never becomes too distracting and the
camera's auto-focus is generally intuitive enough to pick out what
you need to see clearly, making aiming down the barrel of a rifle
authentically exciting.
Complementing
the stunning visual presentation, the music and sound effects are
of the typically high standards that Ubisoft demands from its developers.
The voice acting does justice to the fantastic script, making each
character a convincing individual with whom you can sympathise.
Still, I do wish that they'd spent a little less money on the actors
and writers and a bit more on the sound equipment, as the production
quality of the speech in-game and during cut scenes is terrible.
Raised voices often clip and distort and the overall experience
is greatly diminished as you are made very aware that the characters
before you are merely digitised puppets, voiced by actors in a booth
somewhere far from the dusty plains across which you roam. Even
the highest quality speakers and headphones all fail to reduce the
high-pitched buzz that accompanies everything that's said. It's
enough to set your teeth on edge and, after extended sessions, it's
all too tempting to turn the sound off and rely on subtitles to
avoid the inevitable migraine.
While
these flaws sound significant, they aren't enough to spoil the overall
experience. It's always satisfying to see a studio learning from
its mistakes and Techland have obviously taken all of their original
effort's criticisms as constructive. The split storylines involving
multiple playable characters make a return but the mechanic has
evolved into a much more organic system. At the beginning of each
mission you must choose between the McCalls; you can play either
as the agile Thomas who, while the weaker of the two, is deadly
with ranged weapons and able to reach areas that his brother cannot,
or the hardy Ray, who can wield heavy weapons and explosives as
well as two revolvers at once (at the cost of speed and stealth).
The levels, while fairly linear, all have multiple paths with some
only accessible by one brother, which opens up a wide range of options
and strategy as you are given the choice to either go in guns blazing
as Ray or hang behind, protecting your hot-headed sibling from hidden
vantage points as Thomas.
While
the enemies you face are a little on the stupid side (probably due
to a lack of schooling and too much moonshine), the AI that takes
control of the other brother is eerily smart and able to follow
your lead without getting in the way. In situations where enemies
are attacking from multiple angles, it's reassuring to know that
there's someone reliable watching your back. There's also some great
banter between the brothers as they admire each other's shooting
prowess and bicker and tease like all brothers are prone to do.
No
matter who you choose, each mission follows roughly the same formula.
Being a pair of miscreants, the McCalls inevitably get themselves
into some sort of scrap and, rather than sitting down to discuss
their problems over a nice cup of tea, deal with their disputes
down the barrel of a gun. The gunfights are spectacular, chaotic
affairs and, with no life bars, bullets are as deadly to you as
they are to your enemies, making each battle a tense and closely
fought struggle that drags you into the danger in a way that very
few games have managed before.
Once
the last hombre bites the dust, it's usually time for a showdown
with the leader of whatever particular group you've been tasked
with slaughtering, which initiates one of the best boss battle mechanics
I'm yet to see in a game. Rather than facing a seemingly superhuman
opponent, requiring ruthless strategy or sheer overwhelming firepower
to defeat, you settle your differences like men did back then -
by seeing who is the fastest gun in town. Squaring off against your
adversary, you need to keep them in view by moving from side to
side while also keeping your attention on your gun hand. You need
to be able to slap leather as soon as the bell tolls in order to
drop the other guy before he has a chance to gun you down. While
this is one of the most polished gameplay elements in Bound in Blood
(and it really does a great job of emulating the tension of the
situation), it can also be one of the most frustrating, because
if your timing is off by the tiniest amount, you die. If you do
manage to get your gun out first then you have to accept that the
only way to win is to unceremoniously blast your enemy in the groin,
because waiting for the reticle to find a more dignified spot like
their chest (forget about their head - you'd never make it) gives
them enough time to shoot you first. This is great for comedy value
but spoils the mood, especially when you dispatch your mortal enemy
with a bullet to the balls.
Testicular
trauma aside, Bound in Blood has successfully distanced itself from
the scatterbrained nature of its predecessor. Even the quick draw
and auto-aiming has been rejuvenated and slowing down time to give
yourself some breathing space in gunfights feels much more organic
and intuitive; you have to earn it now by dispatching enough enemies
and each brother has a different system to suit their style - Ray
can select up to twelve targets before letting loose and hoping,
while Thomas zooms in on one at a time, guaranteeing a kill.
Exploration
is encouraged in between missions and gives you a chance to complete
simple side quests such as protecting farmsteads and bounty hunting
in order to earn the cash required to upgrade your guns and equipment.
The playing area is huge and there is plenty going on within it
to make it feel like a real and dynamic environment. On your travels
you encounter bandit-plagued convoys, violent natives and the odd
friendly caravan, which breaks up the long travels perfectly, avoiding
the problems encountered in games like No More Heroes that attempted
to shoehorn in elements of exploration.
As
I've mentioned, the main campaign is a little on the short side,
but Bound in Blood manages to make up for it with its open world
segments and a competent if not revolutionary multiplayer game that
lets you battle it out in famous locations such as the O.K Corral.
There is a range of unlockable classes and the weapons are authentic,
if limited. The game types are standard fare with one exception
- the mission-based Wild West Legends. Spanning a raid and escape
from a town guarded by the opposing team, Legends is the most entertaining
and challenging way of earning the cash required to purchase new
characters and guns. After seeing how well this works, it's even
more disappointing that there is no co-op option for the main campaign.
Come on Ubisoft, this is what Bound in Blood was made for!
While
there is still some room for improvement, Call of Juarez: Bound
in Blood is a prime example of what can be achieved with enough
care, attention and (dare I say it) love for a shamefully under-appreciated
genre. The scope of this game is phenomenal and nothing feels superfluous
to the experience. Techland may still be considered a fledgling
developer with only a few solid titles under their belt but they
have put many larger studios to shame with Bound in Blood; packed
with original features neatly brought together by writing and visuals
worthy of Hollywood, it's the perfect remedy for anyone tired of
the same old sci-fi or World War II premises. Yee haw!
Reviewed by Henry Osadzinski for AceGamez (All Rights Reserved).
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