Title Hired Guns Publisher Psygnosis Developer Scott Johnston/DMA Design Game Type RPG Players 1-4 (simuntaneous, real time) Compatibility All Demo: Aminet: game/demo/HiredGunsDemo.dms (706K) Submission Stuart Tomlinson
Review Many people have a past-time. Something people do to pass the time, to fill the gaps when there is nothing to do. In many films, this is commonly characterised with such activities as carving, someone lost, shipwrecked on a desert island, carving the image of a loved one out of wood. In the Shawshank Redemption, the main character passes his years in jail by etching chess pieces out of pebbles. These works are exceptional in the amount of effort put into them, hours of painstaking work to get everything just right, the curvature perfect, the likeness just as detailed as the real thing. The same can be said for Hired Guns, a game which so much heart has gone into, no attention too great, no detail too small. From the slickness of the introduction screen, the quality of the music, the realistic feeling created by the sound, the feeling of overwhelming realism and playability to the effort taken in the graphics. The game in concept is simple enough. The player or players (up to four) partake in a role-play style first-person perspective trip into the future. The game screen is divided into four windows, each individually controllable by either a single player each, or with fewer than three players, players controlling multiple characters. Given an impressive array of weapons (of which any number may be carried, inventory space permitting) from guns, sentry guns, to grenades, your team must set off across 16 levels (although the game is level based, it is much more Eye Of the Beholder or Dungeon Master in style than Doom), through many puzzles, outside and inside areas, and many varieties of monsters. Co-operation is essential to achieve your aims, a true multiplayer experience. Or you can chose one of the 20 other single levels and blow each other to bits, for fun. Extremely playable and atmospheric, every aspect of the game oozed quality. You just get sucked in until the end, and even then you'll never ever be able to put it down. Eye Of The Beholder, in the future, four player, with guns instead of swords, but much, much better. Who could ever want more? (except a sequel, and although an AGA version was produced by Scott in his own time for his own amusement (it was his hobby game) we will never see this. Oh, the level editor was almost released, copyright cleared up and everything, then two years ago all went silent.