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I agree that I am boned: Let's Play Gunpoint Uncredited Artist, found on the Steam Store via Google Images What is Gunpoint? Gunpoint is a 2D Puzzle Platformer with something of a mechanical twist. Released in 2013, this game was developed by Tom Francis of Suspicious Developments, and has generally received positive reviews. Set in the near future, the plot starts with our protagonist, Freelance Spy Richard Conway having made his newest purchase - the "Bullfrog Hypertrousers" which allows him to make huge leaps through the air - and survive the landing. From there, things rapidly spin out of control as he finds himself embroiled in a murder mystery. Who is the man who shot the victim, and why? What's the Gimmick? Well, aside from jumping around and being able to stick to walls and the ceiling, the primary means of completing your missions is by use of the Crosslink tool. You see, at some time in the future, all the electrical systems in buildings were refitted to have a universal electrical system, which means that a wall switch can be changed on the fly from controlling the lights in the room to a locked door on a different floor. Image provided by Tom Francis via Wikipedia The use of the Crosslink is very difficult to describe, so I suppose I will have to show you in the game. But the intent behind it is to allow players to manipulate the level in such a manner as they choose, rather than being forced into the 'best' solution. How will you play this game? At this time, I plan on presenting two run-throughs, plus bonus content for missed dialogue options and different ways to beat the final room of the final level. The first runthrough I call "The Paragon" path, which will involve minimal violence, minimal property damage, and general stealth. During dialogue, I will seek to be the nice guy as much as possible. The second run will be "The Renegade". No cares about injuries, damage or anything between Conway and his objectives. And he'll be an rear end in a top hat. Updates
I actually miss two results in this video. The first is to simply have Gessler Surrender, then leave without hurting him. The other is to rewire his gun so he can't shoot you with it, forcing him to surrender.
Characters Richard Conway, Freelance Spy. Protagonist. Has a Nice Hat. Melanie Rooke. Owner and CEO of Rooke Firearms. Boss of Katie Collins and Selina Delgado. Formerly in a relationship with Mark Jackson. Competitor to Fritz Gessler. Katie Collins. Analyst for Rooke Firearms. In jail for murdering Selina Delgado. Innocent. Franz Gessler. Potty mouth. Runs Intex. Competitor to Melanie Rooke. Julian Mayfield. Police Chief of the Actual Police. Investigating internal corruption. Reads what Conway types. Mark Jackson. Rooke's Ex. Thief. Adulterer. Just wants to walk away. Stuff Gunpoint has many different ways to manipulate the environment, and this is where I will show them off. I loosely group them into two sides. "Cause" is anything in the level that can be used to create a difference, and "Effect" is anything in the level that can have its state changed by the mechanics of the level. Not everything shows up right away, so I will slowly add things here as they become relevant. Cause The Wall Switch is the second simplest 'cause' in the game. Simple stand in front of it, and activate it to cause everything down-circuit to flip into the opposite state. Guards will flick a switch 3 times if the lights go out before moving into a patrol pattern. The Camera only requires that you pass into its line of view to activate the circuit. At first, they do nothing, simply recording what passes in front of them, but later on they will be connected to things that will make your life harder. Often found in front of doors, on walls, on the ceiling, inside, outside.... The Motion Sensor is another trigger, except this one only activates when someone - be they a guard or Conway - passes through them. Can be used to set up timed events. The Sound Sensor is another trigger, one that can be activated remotely. When they detect a loud sound, such as Alarms, gunshots, breaking glass or elevator bells, they trigger. I would say that Guns don't kill people, but they do. They can be set off remotely, firing the weapon and causing the guard to spend a few seconds resetting it (or killing another guard), or can be set as a Cause, where pulling the trigger does something else. Effect The Door can be open or closed by a connecting cause. Just be careful, those things move fast, and getting smacked in the face is quite embarrassing. Shown here in its opened and unopened states, with door switches next to them. Door Switches can only be triggered by guards. The Lights illuminate the room/floor they are in, and while in the light, the guards have perfect line of sight. In the dark, they need to be much closer to identify you. And remember that their policy is to shoot first, and ask questions later. It's a door. It opens up under people. Why would people install this in their commercial buildings in the first place?!?! Often tied to cameras, Alarms, when triggered, alert every guard on the level, and the nearer ones will come to investigate. Expect things to get harder if you botch it. The Electrical Socket will act as a taser when activated, shocking whoever is standing beside it. It is a 'silent' knockout, so it won't alarm the AI. With a certain piece of equipment, you can build them into Crosslink Chains. The Vault Door is an automated door that does not have a hand-scanner nearby for the guards to open it. Rather, it has to be activated remotely, and will automatically close after 3 seconds. If someone is standing under it when it closes though.... Other Windows are transparent, and can be shattered under sufficient force. This means that guards can see you through them - and shoot you! Also, breaking them creates a bit of noise, which will draw in a lot of attention from nearby guards. Stairs are just that, a quick way to go from one floor to the next. Note that there is no in-between, and and unlike the elevator, you cannot hide in them. The Elevator is a slower means of going from one floor to another. The elevator car is slow, and must be summoned to your current floor before you can move up or down. The Elevator Switch to summon the car is both a cause and an effect, and the arrival of the elevator generates noise which can attract nearby guards. However, if you are in the elevator, and the doors are open, the guards cannot see you. Laptops like this contain optional goals and further world building. These computers tend to be the primary objective(s) in a level. It takes a few seconds to do what you have to in front of them, so make sure you won't get caught by any guards while doing so! Missed Dialogue Due to the length of the game's script, the whole thing is made in this separate post. Fan 'art' This Grimwit's interpretation of what Conway was doing after the Renegade Gessler Missions: Grimwit posted:[picks up phone while counting Gessler money] Hello. berryjon fucked around with this message at 20:17 on Feb 14, 2016 |
# ¿ Jan 25, 2016 00:44 |
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# ¿ Apr 25, 2024 02:18 |
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So, while the next update is processing, I have a question for you all: Should I take a crack at user-generated levels, or just stick with the main campaign?
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# ¿ Jan 25, 2016 04:11 |
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Here is the next update - the Katie Collins Missions! (12:42 in length) Additionally, I've started prepwork on the various things we can CrossLink. The Following has been added to the OP: Katie Collins. Analyst for Rooke Firearms. In jail for murdering Selina Delgado. Innocent. Stuff Gunpoint has many different ways to manipulate the environment, and this is where I will show them off. I loosely group them into two sides. "Cause" is anything in the level that can be used to create a difference, and "Effect" is anything in the level that can have its state changed by the mechanics of the level. Not everything shows up right away, so I will slowly add things here as they become relevant. Cause The Wall Switch is the second simplest 'cause' in the game. Simple stand in front of it, and activate it to cause everything down-circuit to flip into the opposite state. Guards will flick a switch 3 times if the lights go out before moving into a patrol pattern. The Camera only requires that you pass into its line of view to activate the circuit. At first, they do nothing, simply recording what passes in front of them, but later on they will be connected to things that will make your life harder. Often found in front of doors, on walls, on the ceiling, inside, outside.... The Motion Sensor is another trigger, except this one only activates when someone - be they a guard or Conway - passes through them. Can be used to set up timed events. Effect The Door can be open or closed by a connecting cause. Just be careful, those things move fast, and getting smacked in the face is quite embarrassing. Shown here in its opened and unopened states, with door switches next to them. Door Switches can only be triggered by guards. The Lights illuminate the room/floor they are in, and while in the light, the guards have perfect line of sight. In the dark, they need to be much closer to identify you. And remember that their policy is to shoot first, and ask questions later. Other Windows are transparent, but can be shattered under sufficient force. This means that guards can see you through them - and shoot you! Also, breaking them creates a lot of noise, which will draw in a lot of attention from nearby guards. Stairs are just that, a quick way to go from one floor to the next. Note that there is no in-between, and and unlike the elevator, you cannot hide in them. The Elevator is a slower means of going from one floor to another. The elevator car is slow, and must be summoned to your current floor before you can move up or down. The Elevator Switch to summon the car is both a cause and an effect, and the arrival of the elevator generates noise which can attract nearby guards. However, if you are in the elevator, and the doors are open, the guards cannot see you. Laptops like this contain optional goals and further world building. These computers tend to be the primary objective(s) in a level. It takes a few seconds to do what you have to in front of them, so make sure you won't get caught by any guards while doing so!
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# ¿ Jan 25, 2016 22:25 |
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Poil posted:There's been a disturbing lack of jumping down the subway station to faceplant on the platform. Do you mean aiming to hit the subway station? As I get more powerful trousers and higher buildings, I like to end the level by over-jumping, as you'll see in the next couple updates.
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# ¿ Jan 25, 2016 23:50 |
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I think that some of our employers may not be on the up-and-up...
Franz Gessler. Potty mouth. Runs Intex. This is a Trap Door. It's a door. It opens up under people. Why would people install this in their commercial buildings in the first place?!?! Often tied to cameras, Alarms, when triggered, alert every guard on the level, and the nearer ones will come to investigate. Expect things to get harder if you botch it.
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# ¿ Jan 28, 2016 03:45 |
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Fish Noise posted:gadget tutorials, which really should be shown off) Tutorials will come after the two playthroughs. Don't worry about that. berryjon fucked around with this message at 19:21 on Jan 28, 2016 |
# ¿ Jan 28, 2016 17:33 |
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Today's missions are brought to you by the second most fun character in the game.
Julian Mayfield. Police Chief of the Actual Police. Investigating internal corruption. Reads what Conway types. The Sound Sensor is another trigger, one that can be activated remotely. When they detect a loud sound, such as Alarms, gunshots, breaking glass or elevator bells, they trigger.
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# ¿ Jan 31, 2016 06:19 |
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Samovar posted:It would be nice if there was more music in this game. Quiet jazz not your style?
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# ¿ Jan 31, 2016 09:14 |
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... Shall set you free. If only.
Mark Jackson. Rooke's Ex. Thief. Adulterer. Just wants to walk away. I apologize again for my screw up. And the 'Blog' portion is the full ending. The Gunpoint Website allows you to have your own, customized endplate to the game! Gullwhacker posted:How can he be only the -second- most fun? Because Conway is the most fun, obviously.
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# ¿ Feb 1, 2016 01:11 |
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Tenebrais posted:I hope you get to use the Gatecrashers more in another run. After spending the game fiddling with switches to get doors to open at the right time, it can be quite a rush to just charge them down. At least when you're not worried about getting someone pasted by a flying door. Oh, don't worry. The Gatecrasher will get its moment of glory.
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# ¿ Feb 1, 2016 02:06 |
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For some reason, Hammerhead Snark didn't trigger on the Renegade run, but I did get "I Just really Didn't Like Gessler" on screen for you all to enjoy. That's another five videos, then alternate dialogue transcriptions, then Community Levels.
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# ¿ Feb 1, 2016 03:33 |
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Renegade Rooke doesn't have many changes in play time, or style. Just leaving more bodies behind, that's all. The Electrical Socket will act as a taser when activated, shocking whoever is standing beside it. It is a 'silent' knockout, so it won't alarm the AI. With a certain piece of equipment, you can build them into Crosslink Chains.
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# ¿ Feb 2, 2016 02:56 |
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Gullwhacker posted:Yeah, I'm sure dancing in front of a camera where a guard was brutalized and two more killed outright won't come back to haunt you at all. You'd be surprised. The only deaths that matter to the plot are Selena's, Gessler's (if you choose to), and the Killer (if you choose to). Everyone else is an expendable Mook.
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# ¿ Feb 2, 2016 05:21 |
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Gullwhacker posted:E...even Katie? Katie has the misfortune of being the "Innocent" in a Noir story. To that end, she is past having relevance to the plot, and is indicative of her relevance to the Genre. Or something like that.
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# ¿ Feb 2, 2016 06:07 |
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Nothing plithy about this mission. It's really almost like kicking a puppy. The other characters though? They will be fun.
(EDIT: WAITING ON PROPER VIDEO - expected circa 10PM Mountian Time) (EDIT2: Done!) berryjon fucked around with this message at 06:14 on Feb 3, 2016 |
# ¿ Feb 2, 2016 22:53 |
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It has come to my attention that I uploaded the non-subtitled version of the previous video. I'm fixing that now. Expect it processed and uploaded in about an hour. Actually, would you guys like to see the non-subbed videos as well?
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# ¿ Feb 3, 2016 05:04 |
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There are some lines you just don't cross. Unless it's a window.
I would say that Guns don't kill people, but they do. They can be set off remotely, firing the weapon and causing the guard to spend a few seconds resetting it (or killing another guard), or can be set as a Cause, where pulling the trigger does something else.
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# ¿ Feb 3, 2016 22:46 |
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Sorry about no update today guys. Had a job interview instead. Alas, it does not involve Bullfrog Pants, or jumping through windows.
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# ¿ Feb 5, 2016 01:24 |
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Grimwit posted:Smoooooooth. To the OP with you!
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# ¿ Feb 5, 2016 01:41 |
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chiasaur11 posted:Has anyone showed the demo? Because the ending of the demo is a classic. Considering I dug out the Demo for Urban Chaos off the disk, I should have seen that coming. Downloaded, and I will look into it later.
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# ¿ Feb 5, 2016 06:23 |
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NOOO! My Achievements!
The Vault Door is an automated door that does not have a hand-scanner nearby for the guards to open it. Rather, it has to be activated remotely, and will automatically close after 3 seconds. If someone is standing under it when it closes though....
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# ¿ Feb 6, 2016 00:28 |
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Tenebrais posted:You didn't happen to be offline at the time, did you? Nope. 100% online. Last portion of the Renegade run tomorrow, then missed dialogue on Sunday is the current plan.
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# ¿ Feb 6, 2016 01:49 |
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Hobgoblin2099 posted:I think to get Hammerhead Snark you have to say "Good luck proving that with all the inadmissible evidence I stole for you" followed by "Logically, shouldn't you hope I have a bad attorney?" Just checked, doesn't work.
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# ¿ Feb 6, 2016 04:53 |
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That has to hurt.
I have also discovered that SA does not allow nesting lists more than once, so I'll have to take some care with how I treat the dialogue.
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# ¿ Feb 6, 2016 23:24 |
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Tenebrais posted:I never did the punchy-face ending. Didn't know there were messages for it! TooMuchAbstraction posted:I am disappointed that you did not Gate-Crash the trio of Professionals in the last mission. Do not abuse the power of the mighty Gatecrasher, lest its power be used against you! So sayeth the Church of the Mighty Kick!
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# ¿ Feb 7, 2016 00:44 |
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I've decided to put all the Dialogue Trees into a separate post, as there's a lot of them here. You see, the dialogue is stored as text files in a folder called 'Scripts'. I'll process them for you, but I want you have a look at what they are raw: End of The Intro Mission posted:Them: That's it. 'Them' refers to the other person in the conversation, while 'Me' is Conway. The numbers represent 'goto' statements, which allows you to create interesting backtracks. Or they should at least. Something seems off with the above. Anyways, here's the processed dialogue: The Intro Level posted:Melanie Rooke: Conway, this is Melanie Rooke. Selena Delgado worked for me. Do you have time to talk? Rooke: Caught on Camera posted:PRE-MISSION Rooke: Guarded posted:Melanie Rooke: The Westfield facility has better security: my guy can open the front door for you, but the door to the server room is secure. Two guards working tonight - whoever's in the the server room can probably open the door to it, so get him to do it for you. Rooke: Crossed Wires posted:Melanie Rooke: I can't open the server room door on Ellis Street, and there are no guards working tonight. You'll have to do it yourself. Rooke: Mains posted:There is no Intro or Outro Dialogue for this mission Rooke: Three for All posted:PRE-MISSION Collins: innocent posted:PRE-MISSION Collins: intex posted:PRE-MISSION Collins: the recording posted:PRE-MISSION Gessler: Industrial Espionage posted:PRE-MISSION Rooke: The Prototype: posted:Melanie Rooke: I know you've taken a job to steal one of my prototypes. Gessler: Acquisitions posted:PRE-MISSION Gessler: Compensation posted:((This mission triggers if you tell Gessler about the setup.)) Gessler: Go gently caress yourself posted:((This mission triggers if you do not tell Gessler about the setup.)) Anonymous: The Collins Case posted:PRE-MISSION Mayfield: The DataSec Recording posted:PRE-MISSION Mayfield: The Morgue posted:PRE-MISSION Mayfield: The Suspect posted:PRE-MISSION Mayfield: The Room posted:PRE-MISSION Rooke: The Plant posted:PRE-MISSION Jackson: The Truth posted:((This mission, and Rooke: The Killer oppose each other, and both cannot be taken in the same playthrough.)) Rooke: The Killer posted:((This mission, and Jackson: The Truth oppose each other, and both cannot be taken in the same playthrough.)) Gessler: Come and loving get me. posted:((There is no Pre- or Post- mission dialogue.))
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# ¿ Feb 7, 2016 01:45 |
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Grimwit posted:Me and my wife were screaming at the screen "Punch him again! Just DO IT! PUNCH HIM!" Actually, I took that moment to ask a fellow Goon who is watching this thread how many times I should punch Gessler. He wasn't available, so I gave him one last whack for good measure, then left.
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# ¿ Feb 7, 2016 01:50 |
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Oh! Of anyone has recommendations for custom levels they want me to play, let me know! Or if you have a custom level of your own that you want me to take a crack at, that's alright too.
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# ¿ Feb 7, 2016 06:43 |
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Crazy Achmed posted:It's not possible to set up links in the final floor to make the door open and Gessler's gun go off, "accidentally" killing Hightower, is it? I freeze-framed the video and thought about it, but it didn't look possible. Hell of a missed opportunity. You can actually shoot Hightower, rather than punching him into submission, so there's that. But a karmic death like that? Not so much.
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# ¿ Feb 7, 2016 11:03 |
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The order of the pictures may not reflect the order in which I perform the missions.
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# ¿ Feb 7, 2016 22:36 |
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Indeed, the music is awesome. Also discovered something while poking around reviews and the like... You can remotely turn off the Cameras.
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# ¿ Feb 8, 2016 04:39 |
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Fish Noise posted:What, like wire a switch to them and hit the switch? Yes! They drop down, and no longer act as an activator. Although the only use for this would be when dealing with Mayfield's line, as the Guards cannot activate the Cameras in the first place.
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# ¿ Feb 8, 2016 05:20 |
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Wow, Intex's logo is fighter jets doing the "Hand Grips the World" thing. Subtle much? I actually miss two results in this video. The first is to simply have Gessler Surrender, then leave without hurting him. The other is to rewire his gun so he can't shoot you with it, forcing him to surrender.
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# ¿ Feb 8, 2016 21:24 |
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Random thing I saw while replaying the final level so many times: When Conway turns the tables on Hightower, he performs a basic, no-upgrade jump first. Then, he uses the Gatecrasher to get more height (and sends Hightower to the ground in the same action). There is a distinctive blue flash when the Gatecrasher is used, and it's there. Conway gets brutal when he wants to.
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# ¿ Feb 9, 2016 03:49 |
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# ¿ Apr 25, 2024 02:18 |
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With this, I think I'm done with the LP, unless someone has something they wish to add?
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# ¿ Feb 12, 2016 04:17 |