Gun Mute

by C.E.J. Pacian profile

Western
2008

Return to the game's main page

Reviews and Ratings

5 star:
(48)
4 star:
(74)
3 star:
(28)
2 star:
(3)
1 star:
(0)
Average Rating:
Number of Ratings: 153
Write a review


Previous | << 2 3 4 5 6 7 >> | Next | Show All


- Brian Conn (Eureka, California), June 19, 2009

- Hipster Scumbag, June 9, 2009

- alblazek (Cleveland, Ohio), May 26, 2009

- Shigosei, May 4, 2009

- Anya Johanna DeNiro (Minnesota), May 2, 2009

- four1475 (Manhattan, KS), April 26, 2009

- Michael R. Bacon (New Mexico), March 29, 2009

- Jerome C West (United Kingdom), March 18, 2009

- GDL (Philadelphia, Pennsylvania), March 9, 2009

- robx, March 8, 2009

- beatdevil (Toronto. Canada), September 21, 2008

- garmorley, September 13, 2008

6 of 7 people found the following review helpful:
a straight shooter after all, September 12, 2008

I knew that I was going to enjoy Gun Mute because of what others have written on it, but I like it even more than I expected to. The game is short and linear to an extreme, and it features excellent implementation throughout such that even sand and distant mountains can be examined, producing tonal or characterizing replies. There are a number of standard verbs that aren't used in the game, and this streamlined approach works very well. Also, the use of forward and backward as substitute for the standard compass directions keeps the player's mind off exploration, allowing for a focused experience.

The game intends to be an IF take on the shoot-em-up, and that concept is executed with surprising success. Gunfights consist of taking cover behind scenery and stepping out to fire just as your adversary is reloading; setting your sights on an enemy's weakpoint; and focusing fire on environmental targets to get at the enemy indirectly. Not only does choosing a target translate perfectly from typical videogame boss battles to IF form, but it is actually superior in this medium because you need to take care to specifically examine your environment before you are aware that the target even exists. This means that such targets are never obvious from the start, and it feels more like you earned it. The game's action puzzles are never difficult, but neither is the game a breeze; it always requires a satisfying caution on your part.

Incidentally, I also think that Gun Mute would make for an excellent early title for the budding IF player. The game eases you into its central mechanic and allows you to teach yourself simple methods of shootin' fools before escalating the complexity of its set pieces and introducing variations on previous solutions. I thought of Half-Life 2, in fact, as I was playing, because of the Miyamoto-esque gradual training used by the puzzle design.

There are only a few nonviolent character interactions throughout the game, and they are all very charming--perhaps because of the unusual set of options available to you for communication. So there is actually little-to-no roleplaying possible throughout most of the game, lending significance and a fresh feel to such scenes. I quite like that the score system unexpectedly (for such an action-oriented title) rewards certain unnecessary and essentially inconsequential expressive commands, particularly in scenes where a binary decision would seem perfectly acceptable either way. The calm epilogue and especially the final turn end the game on this note, and that ending feels sweet and right as a reward whether or not you make the choice that gets you that final point.

I think that this is an interesting and effective technique for the author to express himself. I can imagine that some players would be annoyed and feel that this is a bias and prejudice that undercuts agency, but, really, this short-form arcade Western is not the place for such a highfalutin criticism.

Gun Mute has only one flaw: looking at or examining an object or character takes a turn, and this is problematic because observation is a prerequisite to choosing a course of action. To be fair, though, you can always do your gawking from behind cover--or at least when cover is available. Speaking of which--and this is a subjective suggestion--I think that the game is robbed of some slight challenge and therefore sense of satisfaction by allowing the parser to automatically fill out the omission in "take cover," as in:

>TAKE COVER
(behind bulletproof glass)

The player should need to determine on his/her own what objects in any given room most likely present suitable cover. I chose to play this way, never inputting "take cover" without specifying an object.

This is far enough, as one of the game's many clever responses will tell you. Gun Mute is a delightful, brief, and unique title, and I hereby add my firepower to the many who already recommend it.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

- george (Seattle), September 1, 2008

- Maze (Rome, Italy), August 13, 2008

- NotVerySubtle, July 31, 2008

13 of 15 people found the following review helpful:
Rails done right, July 29, 2008

A cute, graceful post-apocalyptic mute gay cowboy romance shooter. The game flows smoothly through a series of pleasantly campy shooting puzzles in which your only options are to shoot and take cover. This works better than one might think; the lack of obstruction provides very mild challenges, but does not distract from solid writing that sparkles with beautiful flourishes. Don't expect length or difficulty - this is worth a couple of plays to see and do everything, but it could be drained dry in half an hour. Compares favorably to the sillier and slightly more difficult Attack of the Yeti Robot Zombies.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

- Jason Catena (Chicago, Illinois), July 16, 2008

19 of 20 people found the following review helpful:
A futuristic western fable, July 15, 2008
by Clare Parker (Portland, OR)

Mute Lawton, the tongueless sharpshootin' hero of "Gun Mute" ploughs through his post-apocalyptic hometown with the ruthless persistence of the Man With No Name. Mute is driven by the love of one man, Elias, doomed to hang at noon, and no pistol-packing, shotgun-toting, laser-eyed, mutant posse members will stop him.

"Gun Mute" offers a fantastic little glimpse at a grimly strange future world. The characters that Mute must defeat are all stereotypes from western and sci-fi pulps, but the twisted character types make for interesting targets/allies. All the enemies have names prefaced by adjectives, my favorite being Glow-in-the-Dark Earl.

None of the puzzles are too difficult, although there are a number of learn-by-dying puzzles. Some puzzles require extremely tight timing. (Spoiler - click to show)I can't imagine anyone getting past Atomic Alice without being crushed at least once. I never found this frustrating, however. Even the best gunman gets outshot sometimes. Given the situation, this serves as an effective tension builder, not as a pointless irritant. The game mechanics in general create a feeling of urgency and a need to continue on. "Gun Mute" uses only "forward" and "backward" instead of the usual compass directions. I found this inspired a powerful urge to go onward, ever onward, even when I realized that I had forgotten to do something in a previous level. Although the game itself is not timed, I could still practically feel that clock ticking towards noon.

There are one or two minor changes that, in a perfect world, I would like to see in "Gun Mute". A counter of how much ammo I had left at the top of the screen would have been quite handy (Spoiler - click to show)and would have spared Mute a couple of needless deaths. My other quibble involves the plot. Although I have no doubt that Elias is innocent and Mute's mission just, I cannot help but wonder what Elias's alleged crime is. So far as I can tell, no explanation is given for his death sentence. However, these are minor points in an otherwise wonderful and original game.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

5 of 7 people found the following review helpful:
6 Bullets, 1 Heart, No Tongue, July 6, 2008
by perching path (near Philadelphia, PA, US)

Who doesn't enjoy aiming a six-gun at cyborgs? I do, and it's even more fun in a program which usually manages to parse my commands as fluidly as Mute Lawton draws his sidearm.
Considering that the game is based around combat puzzles, the emotions here are pretty nuanced. Not everyone who takes a shot at you is your enemy, and there's a few lines which get across the idea that rampant violence and small populations make for some difficult choices. Still, what can you do? Your man's got a noose 'round his neck.
Gun Mute limits the scenario's combinatorial explosiveness in a very intuitive way. I never felt that my options as a player were significantly more constrained than those of the character, though both were very constrained indeed.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

- Mike Gray (Wisconsin), July 1, 2008

- Seren (Paris, France), June 29, 2008

- Zoltar, June 22, 2008

- Tom Hudson (Durham, North Carolina), April 23, 2008

3 of 8 people found the following review helpful:
Nicely Executed, March 18, 2008
by Grunion Guy (Portland)

A quick and thoroughly enjoyable game in an interesting Wild Apocalyptick West setting that I'd love to see fleshed out into a bigger game. It's nice to see shorter games that are interesting enough that they demand a few replays as you try to wring out every last piece of writing the author put into the work.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 


Previous | << 2 3 4 5 6 7 >> | Next | Show All | Return to game's main page