Review KiziOnline Version - Guerrilla Bob. Occasionally, a PC game ventures to the iOS platform, but it’s not very often (if at all) that this happens in reverse. And I’d dare say there’s a very good reason for this. As Guerrilla Bob demonstrates perfectly, games that are created with the iPhone in mind lack in both the quality and content required to make a platform port worthwhile for PC gamers. Many games that originate from the iPhone have been simplified for a smaller screen, are far shorter to help accommodate a smaller download size, and overall they’re somewhat lacklustre; the emphasis is on keeping the price cheap and cheerful to attract the masses. Although these design requirements match the iPhone target audience perfectly, they simply don’t fit the PC gamer demographic. As a result, I was somewhat conflicted as to how to review Guerrilla Bob – whether I should view this game as a PC title first and foremost, or accept its roots, and understand that this is fundamentally an iOS game that has trundled off to try and woo a PC audience. And if I’m honest, I’m still not entirely sure.
Guerrilla Bob is very much a run-and-gun title akin to Metal Slug, albeit from a top down view where, playing as Bob, you continue to run north towards the top of the screen, as opposed to a traditional 2D platformer, where you navigate your character from left to right. There’s a distinct lack of concrete storyline here, however a quick glance at the introductory cut scene would suggest that Bob was once a decorated soldier. After his childhood friend, John Gore, framed him for a crime he didn’t commit, things went awry and Bob’s attention rapidly turned to destroying everything his pal has created, slaughtering his army and John himself, in the process. Realistically, this storyline could have originated from one of many films of the past twenty years, and the only real emphasis on the narrative is placed at the very beginning and very end of the game. Presumably this tactic was adopted to lure the gamer into the false sense of illusion that those filler levels between these two events of importance had a purpose, but alas, they did not.
The storyline itself is comprised of several levels, which are each remarkably similar in design. Both aiming and shooting are handled by the mouse, whereas Bob’s movements are bound to the traditional WASD setup which many action games utilise. As I mentioned previously, there’s not much in the way of purpose behind your actions, except the mindless slaughter of countless anonymous henchmen, and as you begin to plough through the first level at speed, you’ll dispatch many of them without even batting an eyelid – Guerrilla Bob isn’t an overly hard game www.kizi2games.net. Before long, you’ll realise that the key to success is to strafe constantly, whilst spamming the fire button for all it’s worth. This game is horrifically linear for the most part, but it’s almost as if the developers realised their mistake at some point during production, and slapped in a couple of seemingly alternative routes to the finish to compensate. However, these secondary pathways never continue for more than a couple of feet, they’re almost always a dead-end, and they never contain anything more than a health pack, collectable medal, or on the rare occasion, a new gun, which unfortunately eliminates the necessity to hunt for these, as their location becomes painfully obvious.
With regards to the weapons themselves, they appear to have infinite ammo: however, a ‘heat gauge’ has been adopted instead. If you use a weapon for too long, then the heat gauge will fill up. And if you allow it to fill entirely, the gun will cease firing for a couple of seconds. Realistically though, you’re never going to hit this cut-out point unless you out-right refuse to let go of mouse one, which renders this gameplay mechanic worryingly redundant and makes the game that much easier in the process. The primary weapon you’ll have access to during your play through of Guerrilla Bob is the Uzi, which is extraordinarily powerful for an introductory weapon, particularly given that this gun isn’t affected by the aforementioned overheating problem. You’ll unlock other guns on your travels, however due to lengthy reload periods (akin to the rocket-launcher) or a significantly lacking range (i.e. the flamethrower); more often than not you’re much better off wielding the stock Uzi. That’s not to say that these alternative weapons are irrelevant though – specific weapons are more effective in certain situations, e.g. utilising the flamethrower to dispatch of a wooden barrier is far quicker than using the Uzi, and adopting a rocket launcher to take care of a stationary turret works wonders.
There are a couple of instances that break up the otherwise consistent run-and-gun gameplay. One such occurrence happens during the fourth level, where you’re chased down a canyon that is strewn with rocks you need to avoid, while being pursued by a rather angry chap on a bulldozer. Unfortunately, these relatively interesting gameplay elements are few and far between. To try and step away from the issue of repetitive gameplay, Guerrilla Bob also features cross-platform multiplayer functionality, which although fantastic in design is restricted in nature, due to the fact that the multiplayer is only accessible via LAN, local WiFi or splitscreen. The attraction of having two people crowd around the same keyboard for multiplayer was last seen with Jazz Jackrabbit, and there’s a very good reason for that – It’s not very practical.
On top of the story mode, there’s also a ‘Mercenary’ mode, which appears to be exactly the same. However, this time around you earn money for each kill, via which you must actually purchase your guns. Given what I’ve already mentioned about the practicality of the weapons in this game though, this seems rather pointless. A third gameplay mode also made its way into Guerrilla Bob, labelled ‘Survival’. Thankfully, this is an entirely fresh game mode, where you must survive wave after wave of enemies, in an attempt to set some sort of high score – sadly, survival mode doesn’t go far enough to rectify the shortcomings of the storyline.
Surprisingly, I didn’t encounter a single bug or glitch during my play through of Guerrilla Bob, which is a huge relief following my previous reviews of Trapped Dead and Battlefield Play4Free. However, I did encounter a couple of oddities, such as the fact that your bullets, once shot, will continue until they hit a target, whereas those of your enemies will disintegrate into mid-air after they’ve traversed approximately half the screen. In the same vein, a number of bunkers litter the levels, which enemies hide behind and shoot over, but you cannot, which results in the vastly unnecessary strafing around the obstacle, before you can dispatch the guy behind it.
With the above in mind though, it’s hard not to take into account the fact that Guerrilla Bob did originate from an iOS title, and as such it cannot be deemed to be in the same development class as a retail PC game. That being said, for a predominantly singleplayer experience, the story mode isn’t long at all. I didn’t time myself, but I can’t imagine it took anything longer than two hours, and in fact the real time was probably far closer to the one hour mark, which is simply not acceptable for a PC game that lacks any real replay value. Given that Guerrilla Bob retails for only £5.95 at GamersGate, it clearly doesn’t associate itself with the £30-£40 price range that the majority of new PC games sell for. However, considering the upsettingly short story mode, lack of storyline thereof, and disappointing multiplayer functionality, Guerrilla Bob is evidently a sub-average game, and deserves a score that reflects this.