Tuesday, April 28, 2015

An Endless Climb
Review
Tower of Guns, Terrible Posture Games (PS4)

Abstract: Tower of Guns, released by Terrible Posture Games on the PS4 in April, is a game with a lot of big ideas, but perhaps even bigger problems. Despite a solid foundation, gameplay that gets stale quickly and an unrewarding sense of progression dampened my enthusiasm for the final product. Tower of Guns was great to play for a couple hours, but lacked any compelling reason to return once the game shows you what is had to offer.

In Tower of Guns your climb never ends, as you ascend further and further up a deadly tower only to die or repeat again. An intriguing enough premise, and one that got me excited when the title was first announced as free with a PlayStation Plus subscription. Reading a bit more about the game, I quickly found out that Tower of Guns is a Roguelike first-person shooter that was met with positive reviews when it first launched on PC in Spring 2014. Made primarily on the back of a single developer, Joe Mirabello, Tower of Guns looked to have a lot going for it. As a big fan of Roguelikes I booted up Tower of Guns as soon as I had it downloaded to see what the game had to offer.

Tower of Guns, created by Terrible Posture Games, was released for PS4 in April 2015. You play as an ever changing character whose purpose is always the same: pick your starting gun and move your way through floor after floor of deadly enemies as you work your way to the top of a mysterious tower. Exposition is limited to in-game text bubbles that appear at the top of the screen. While a functional system, I certainly would have liked a little more. The text would often appear at inopportune moments that, if you stopped to try to read them, would result in your death. For that reason, my deciphering of the story is tenuous at best. From what I gathered, you play as several adventurers who are doomed to traverse the gun filled tower for one reason or another. In some of these scenarios, you’re traveling to the top of the tower to destroy a deadly artificial intelligence; in another you’re trying to defeat a final boss to break your family’s curse. There is no real plot to Tower of Guns, however. Humor and mystery go hand-in-hand in these expository moments, giving the player just enough to want to know a little more. For a game like Tower of Guns gameplay and design are key, and story is secondary. It certainly felt that way while playing through the game.
Why are you shooting these flying robot drones? Your guess is as good as mine.
Not that it matters so much.
Each time you start a session in Tower of Guns you are placed at the bottom of the tower. Moving through each floor involves a couple of elements: destroy the enemies in your way, traverse platforms and obstacles, and reach and defeat the level’s final boss. The player must get through five to six floors to reach the final boss who, upon being defeated, allows the player to start another run at the tower. A run through can take anywhere from 10-45 minutes, which is a perfect length for a Roguelike. In between attempts you can unlock new starting guns and equipable abilities, allowing you to tailor your experience more to your liking. As a Roguelike, Tower of Guns features randomized floor layouts, enemy placement, and bosses. In theory, this makes the game feel fresh and new every time you jump in. Due to the small number of enemy and boss types, as well as the limited pool of  ‘chunks’ from which the game pulls to assemble the levels, however, each session of Tower of Guns feels largely the same. This isn’t inherently a problem. For example, in Rogue Legacy, another Roguelike recently released for the PS4, each run through feels similar. And this is fine because Rogue Legacy has a fun gameplay loop and a compelling sense of progression as you build up your stats or unlock more powerful weapons to use. This is not the case in Tower of Guns.

The biggest issue with Tower of Guns is the gameplay. The game is a first person shooter (FPS) with platforming and bullet hell elements. From a gameplay perspective, Tower of Guns takes obvious inspiration from old school FPS games like Doom or Quake. You character is just a floating gun in front of you, moving around through these 3D environments. Movement is lightning fast—whether you’re moving forward or strafing or jumping, your character is rapidly propelling through the world. Certain powerups can be found in game that further augment your movement, adding to both walk speed and number of jumps. Gun in hand, your character blazes around the deadly tower seeking to destroy and explore. On the destruction front, your character begins with the gun you selected before starting a new session. Killing enemies causes powerups to drop, which can be collected to increase the power and firing rate of your gun. I really enjoyed the weapons Tower of Guns had to offer, but I wish there were more to choose from. Even after putting in some time and accomplishing specific goals to unlock more, your selection of starting weapons is pretty limited. The real issue however, is that the shooting gameplay just isn’t fun. For starters, enemy design is problematic. A handful of exceptions aside, essentially every enemy in Tower of Guns is a stationary turret. This is where the bullet hell elements come in. Each room tasks you to navigate an onslaught of projectiles from these turrets before getting within striking distance. Because you are in a first person view, however, dodging can be tricky and I often found myself taking damage from projectiles that were not even on screen. Further, since the enemies are mainly these turrets, destroying them gets boring quickly. There’s no real challenge to it; the player usually ends up strafing around in circles to dodge projectiles, keeping the aiming reticle on the turret until it explodes, and then moving on to the next target. More often than not I just held the firing button down as there was little penalty for it. Nothing in the game really tests your FPS abilities, which is a serious weakness. Back to talking about movement, the systems are functional but not entirely engaging. Completing platforming sections in first person can always be a little tricky, but I never found them to be too problematic here.

Yikes, that's a LOT of projectiles.
When thinking about the gameplay and design of Tower of Guns, I found myself always wanting just a little bit more. The gunplay is fine and has a solid foundation, but I wish the game has done more to let you really explore the power of each of the guns, rather than just running around in a circle with the shooting button held down. I enjoyed the randomization of the floor layouts, but wish that there had been more total level elements. After only five or six runs I began encountering floors with essentially identical construction. I liked the idea of the enemies, but so much more could have been done to improve upon them. Killing the same four of five enemies for hours on end led Tower of Guns to become predictable and boring pretty fast. Tower of Guns had some pretty cool end-level bosses that uniquely tested players’ shooting and bullet hell skills, but there were equally as many bosses that were just bigger versions of the boring turret enemies you face constantly. Finally, I enjoyed the powerups in game that increased movement speed or number of jumps but often found myself wishing for more powerups with more unique effects. And I recognize just how close Tower of Guns is to pulling all of this off. One run out of my thirty or so was fantastic. In the first floor or two I found a couple hidden weapons that changed how I fought my enemies, an incentivized me to level each of them up. A couple more secrets later, my jump height was dramatically increased and I was soaring through the levels. I felt unstoppable (until I died to the final boss). These bonuses changed the way I played that session of Tower of Guns and it felt great. Because of how rare or inaccessibly hidden some of these items are, though, I never had a run like this again. Making discoverable guns or impactful powerups more common would have gone a long way towards reinvigorating each new attempt at the tower.
More starting guns or abilities could have gone a long way. Or at the very least,
let me find more of them during my run.
Tower of Guns also lacks one of the best aspects of Roguelikes: the feeling of getting better the more you play. One of the main reasons I find Roguelikes so compelling is the idea that you, the player, are the experience points. The more you play the better you get.  My favorite Roguelike and one of my top five games of all time, Spelunky, offers this feeling in spades. The more you play, the more you understand the game world—what you can, and can’t, get away with. Like how certain traps function, or the arc of your bomb throws. In Rogue Legacy you are rewarded with an incremental sense of progression, as leveling up stats or buying new weapons will let you more comfortably tackle progressively more difficult areas. Over the course of the roughly eight hours I spent with Tower of Guns, I never felt like I was gaining new skills or getting better at navigating the world. My deaths were often a result of me walking into a projectile-filled death trap or not finding enough powerups to deal or take enough damage in the higher floors. Like I mentioned earlier, dodging projectiles that are not on screen is impossible, which can cheapen deaths on some of the later levels. Without the sense you’re getting better the more you play, the less incentivized I was to keep playing.
After only a couple runs I felt I reached my skill ceiling for Tower of Guns.
I got really good at strafing in a circle and shooting, I'm sure of that.

I’m glad to have tried Tower of Guns, but I just wish there was more to the final package. I enjoyed the aesthetic of the world, which was filled with some cool environments and some nice humor. Exploring the world was fun, and I certain felt compelled to scour each floor for its hidden secrets. For a game that relies so heavily on gameplay, however, Tower of Guns falls flat. The tower beat me I guess.

Tower of Guns
2/5

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