Writing a good film noir story is a lot trickier than it seems. A writer has to put together a fresh and kicking story line in spite of the mess of tropes that anyone attempting the genre has to follow (all broads are packin' heat, all cops are vultures, all private eyes drink heavily and have overactive internal monologue-glands, and …
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Writing a good film noir story is a lot trickier than it seems. A writer has to put together a fresh and kicking story line in spite of the mess of tropes that anyone attempting the genre has to follow (all broads are packin' heat, all cops are vultures, all private eyes drink heavily and have overactive internal monologue-glands, and 95% of everybody is lying to your face), and must do so in the most circuitous way possible, leaving a fine blend of clues, red herrings, and unintentional whatsits all over in order to keep the reader happy, confused, and eager to read on. At best, a failed attempt at film noir turns into a goofy comedy. At worst, you wind up with a pretentious pile that drags badly and signals whodunnit long before our antihero gets his teeth loosened at the tail end of a bad lead for the first time. Gunpoint actually manages to pull off a solid (if somewhat minimalist) film noir in the very unorthodox medium of 2D platform puzzler, and I couldn't be happier.
Set in a near- (if somewhat implausible) future, you play the poor sap who lives across the street from a major player in the small arms industry of America. Following recent legislation, firearms possession has become almost entirely illegal outside of police hands, but that doesn't stop you from getting embroiled in a trail of murder, betrayal, and espionage. Although initially motivated only by an urge to clear your name of a murder you had no part in, you quickly wind up playing for all parties involved, purchasing new gizmos and gadgets to aid you in breaking and entering along the way. While stealth gameplay is certainly a factor, more often than not you wind up making the building you're breaking into do all the hard work for you, "hacking" the electronics systems to work as you see fit. Make light switches open locked doors, power outlets taze guards, and motion detectors ignore you entirely, and you'll be able to acquire everything you need without winding up on the wrong end of a gun even once. Usually. Sometimes there's little choice besides punching someone's lights out, but more often than not you'll find that fights are best avoided.
The artwork's simple pixelwork, but it's charming all the same. The mechanics are fun and expand with each level, avoiding any chance of the gameplay going flat halfway through. Death is penalized only with a quick reload from your choice of the three most recent autosaves, and these are created every time you do anything of note. My only real gripes would be that the game's a little short and that the UI could've been a few notches crisper, but by and large I am very happy with this end product. A better way to burn through a gray September afternoon than a headful of bad memories and a rapidly-emptying bottle of forgetfulness.
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