E3 2016: Hands On With Wild Guns Reloaded

E3-2016-Hands-On-Wild-Guns-Reloaded

I’ll admit, I wasn’t familiar with the game Wild Guns before. I think I have some plausible deniability though; Wild Guns was an SNES game released over 20 years ago so it hasn’t been a household name. Still, the original garnered enough love that fans who were familiar with the game were excited when Natsume announced a remake in May. I was able to get my hands on the remake, Wild Guns Reloaded, today at E3.

Wild Guns Reloaded is a sci-fi western shooter. That’s right. Sci-fi and western. The premise has Annie partnering up with famous bounty hunter Clint to hunt down the Kid gang. Who happen to all be cyborgs, because video games.

WGR_Clint

For those, like myself, who haven’t played the original, the game plays a bit like a gallery shooter. The scene doesn’t move, instead enemies pop up behind things in the level or run/drop in from off screen and must be dispatched by careful shooting. However, the player is controlling a character, which gives them the ability to dodge enemy fire or melee attack the occasional close range enemy.

The controls took a little getting used to. This is because moving the analog sticks moves just the aiming reticle when the player is shooting, and both the reticle and the character when they aren’t. This was probably due to an input limitation on the SNES controller, but it does still make for an interesting control scheme.

While the original game only had two playable characters, Clint and Annie, Wild Guns Reloaded doubles the roster to four characters. The characters all play somewhat similarly, but each does have some unique aspects. During my hands on, only Clint and Annie were playable and I found (okay, was told) that Annie has the ability to stun enemies which Clint doesn’t have.

WGR_Annie

Progression is very SNES-y, and would also feel at home in an arcade, with a life system and the game forcing the player to restart from the beginning if they lose all of those lives. And I died a lot. Each level ends in a mini-boss who was quite tough. And the third stage, the farthest I made it, was a full boss level that wrecked me.

Wild Guns Reloaded was a wild (west) experience. I could see the game being a blast at gaming get-togethers with four players but even when I was playing alone I enjoyed myself. And this is coming from someone unfamiliar with the original; fans of the original game are in for a real treat.

WGR_Logo

Written by Andy Richardson

Andy Richardson

A longtime PlayStation fan who enjoys JRPGs and rhythm games when he’s not tweeting about his parrot.

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  • ChronoMoogle

    A little note about the controls: These were obviously designed for the SNES controller, but the reason Natsume kept them in the game is actually the brilliant scoring mechanic of the game, which happily didn’t get removed in the remake: As long as you don’t move and keep the shooting going, a score multiplicator will go up. The only way to keep this multiplier while dodging enemy fire is to shoot the bullets of enemies which makes the game an incredible adrenaline rush if you try to go for a good high score and more extra lives. At the same time, a special attack meter will go up every time you shoot an enemy bullet and you are invincible and super powerful once it triggers. So playing the game this exciting way gives you a triple reward and is really fun to master. If you haven’t played the original make sure to do so to shorten the waiting time and train your skills for the upcoming PS4 remake 🙂

    • I figured the controls were designed for the SNES. Without twin sticks, they didn’t have a whole lot of choices for moving and firing at the same time. Interesting to hear about the score multiplier though. That wasn’t something I noticed while I was playing the game.