
"Greed, lust, violence, that truly was the Wild West."
These are the rough, hallowed words of one wide-eyed Joel Jewett, president of Neversoft and resident displaced cowboy, in his description of Neversoft's new baby, Gun. After six years of straight Tony Hawk games, punk music, and 720s, Neversoft finally has something else to say, and the Southern California developer is going at it with all guns blazing in the gory, savage, and lawless Wild West.
A Western shooter mixing first- and third-person viewpoints, this simplistically entitled game is far from a simple shooter in chaps and a holster. The early demo we witnessed in San Francisco last month is a bloody and gruesome action-adventure title, in which Neversoft is intent on capturing the wild nature of the American West in the late 19th Century.
This original story follows the life of Colton White, reared as a mountain man in Montana close to the headwaters of Missouri. He accompanies his father, Ned White, to a steamboat to meet a friend, and quickly after, all hell breaks loose. Onboard a fight breaks out; a preacher kills your dad's friend; your dad gives you a special mysterious medallion; and before the boat explodes he throws you over and says, "I'm not your father." What a way to start a game. At least we can't accuse Neversoft of stealing from Lucas's The Empire Strikes Back ("You're not my father! NOoOoOoOoO!!!!")

Unlike Red Dead Revolver, the only likeable Western Shooter of recent memory, Gun is a free-roaming, open-design affair. Which means that once you, Colton, appear in town, you're able to freely explore. There are plenty of straight-forward story missions to follow, but the side missions appear to be the most enticing. Side-missions enable you to build character points (horse, health, gun handling, quickdraw, and melee), which become useful in all aspects of the game.
In the side-missions you'll clear out opium dens, hunt wolves, bears, cougars, bison, coyotes, and rams, help a sheriff defend a stagecoach, panhandle for gold, defend horses from rustlers, set up ambushes, gamble, or even ride a train or a canoe to develop skills. You'll have the freedom to engage in them at any time, perhaps first pursing the storyline and then returning to them for fun and self-improvement.
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Posted: 18 Jul 2005