![]() ![]() ![]() ![]() It's in level design that this follow-up shows the greatest evolution, while once again containing enough nods and winks to classic ideas to raise a smile. There's an unlockable fourth character that we won't spoil, but those with the first game will know what it is and appreciate how much it can change subsequent playthroughs. An addition this time is Chieftain Bob, who trades in guns for a melee-spear one for the most skilful gamers, this shakes up the challenge a great deal, as you need to judge enemy patterns with more precision before leaping in for a close-range attack. Johnson also boasting a Princess Peach-style float to slow her descent from jumps it's optional, but can be hugely useful in trickier platforming sections. Each are useful characters for the challenge, with Ms. Johnson, both using the same guns that - with pick-ups - can evolve into spread shots or powerful missiles. Once again players can set off on the adventure as Gunman Clive or Ms. It continues the confident and skilful references to classics gone by, but also continues to forge its own identity and improve upon its predecessor - make no mistake, this is a franchise that has lost none of its appeal in this follow-up. It's a well-known title for multiple reasons, then, but there's no sign of nerves or over-reaching in the much-anticipated Gunman Clive 2. Its success on the portable was notable, too, in that it captured the system's audience one-man developer Bertil Hörberg (with assistance only in music) highlighted that the title sold better on 3DS than it did on smartphone stores, with Nintendo keen to champion it as a victory for the eShop. Its intentionally grubby paper aesthetic and simple, highly polished gameplay seemed like a loving - and skilful - homage to franchises such as Mega Man that didn't go unnoticed by fans, either. When Gunman Clive arrived as a budget, bite-sized slice of action platforming on the 3DS in late 2012 it unsurprisingly earned a lot of praise. ![]()
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