Call of Juarez
Call of Juarez is a franchise of first-person shooter video games developed by the Polish studio Techland, centered on Western themes evoking the American frontier era.[1] The series debuted in 2006 with the eponymous title, in which players alternate between controlling a reverend seeking vengeance and a young Apache companion evading pursuit amid a quest for a legendary cross artifact.[2] Subsequent installments expand the lore through prequels like Call of Juarez: Bound in Blood (2009), depicting fraternal Civil War veterans turned outlaws, and Call of Juarez: Gunslinger (2013), a narrative-driven tale of bounty hunter Silas Greaves recounting exploits involving figures such as Billy the Kid and Jesse James via an unreliable storyteller mechanic that dynamically alters levels.[3] While the core entries emphasize period-accurate gunplay, duels, and moral ambiguity inspired by Spaghetti Westerns, the 2011 spin-off The Cartel shifted to a contemporary narco-thriller setting and drew criticism for diluting the franchise's historical focus and implementing repetitive mechanics.[3] Publishing rights, originally held by Ubisoft, reverted to Techland in 2018, enabling re-releases and fueling speculation of revival amid the developer's success with other titles.[4] The series maintains a niche appeal for its innovative blend of FPS action with stealth, preaching mechanics for concentration modes, and arcade-style challenges, though initial North American sales were limited compared to stronger European performance.[1]
Series Overview
Core Themes and Narrative Structure
The Call of Juarez series weaves Western archetypes with moral and existential inquiries, prominently featuring quests for mythical treasures that symbolize unattainable redemption amid greed and violence. Recurring motifs include the corrupting allure of fortune, as seen in the McCall brothers' post-Civil War pursuit of the legendary Cross of Juarez in Bound in Blood, which drives familial discord and descent into outlawry.[5] Religious undertones infuse these narratives, portraying characters like Reverend Ray McCall as conflicted figures who invoke biblical scripture during gunfights, highlighting the paradox of faith in a brutal frontier where divine calls clash with primal vengeance.[1] Developers framed plots as explorations of Judeo-Christian ethics, emphasizing redemption over retribution, as protagonists confront the futility of revenge through personal atonement arcs.[6] Broader themes extend to the myth-making of the American West, particularly in Gunslinger, where bounty hunter Silas Greaves' barroom tales blur historical fact with embellished legend, critiquing how personal glory supplants truth—a nod to spaghetti Western influences like Sergio Leone's films.[7] Brotherhood and legacy bind the saga across eras, from 1860s lawlessness to The Cartel's contemporary drug wars, where McCall descendants perpetuate cycles of duty versus corruption, underscoring causal chains of inherited violence.[8] Narratively, the series employs multi-perspective structures to dissect subjective realities, with players switching between protagonists whose contrasting abilities—such as Ray's aggressive preaching-fueled shootouts versus Billy Candle's stealthy survival—mirror thematic dualities of action and restraint.[1] This alternation builds non-linear revelations, as in the original game's backward-tracing plot from a climactic escape to origins of conflict, fostering a Tarantino-esque fragmentation that underscores perceptual bias.[9] Bound in Blood extends this to fraternal viewpoints during wartime betrayals, while Gunslinger innovates with dynamic, narrator-driven revisions that reshape prior levels, integrating unreliable storytelling into interactive causality to question narrative authority.[7] Such mechanics reinforce core motifs by making players complicit in thematic ambiguities, from moral ambiguity to legendary distortion.Publication and Platforms
The Call of Juarez series was developed by Polish studio Techland, with the first three installments published by Ubisoft and the fourth initially published by the same company before Techland regained rights and reissued it independently following a 2018 contract dispute.[2][10] The series launched on personal computers and Xbox 360, expanding to PlayStation 3 for later entries, and received a port to Nintendo Switch for the final game in 2019. All titles were released as first-person shooters emphasizing Western themes, with primary availability on seventh-generation consoles and Windows platforms; no native support existed for sixth-generation hardware or mobile devices.[5][11]| Game Title | Initial Release Date | Platforms |
|---|---|---|
| Call of Juarez | September 5, 2006 (PC, Europe); June 5, 2007 (PC, North America); June 13, 2007 (Xbox 360, North America) | Windows, Xbox 360[2][12] |
| Call of Juarez: Bound in Blood | June 30, 2009 (North America) | Windows, PlayStation 3, Xbox 360[5][13] |
| Call of Juarez: The Cartel | July 19, 2011 (consoles, North America); September 13, 2011 (PC) | Windows, PlayStation 3, Xbox 360[11][14] |
| Call of Juarez: Gunslinger | May 22, 2013; December 10, 2019 (Nintendo Switch port) | Windows, PlayStation 3, Xbox 360, Nintendo Switch[15][10] |
Games
Call of Juarez (2006)
Call of Juarez is a first-person shooter video game developed by Polish studio Techland and published by Ubisoft.[2][1] The game was initially released for Microsoft Windows in Europe on September 15, 2006, by Focus Home Interactive, followed by a North American PC release on June 5, 2007, and an Xbox 360 port on June 13, 2007.[18][12] Set in the American Old West during the 1880s, the narrative alternates between protagonists Billy Candle, a young half-Apache fugitive skilled in stealth, and Reverend Ray McCall, Billy's uncle and a gunslinging preacher pursuing him.[19] The story revolves around the legendary Gold of Juarez, a treasure sought by various factions including Apaches, bandits, and a Mexican warlord, amid themes of revenge, redemption, and biblical motifs drawn from the Book of Judges.[20][21] Gameplay emphasizes dual character perspectives, with Billy's sections focusing on sneaking, climbing, and using a slingshot or bow for silent takedowns, while Ray's involve direct combat with revolvers, shotguns, and a concentration mode that activates slow-motion aiming after scripture recitation for precise headshots.[1][19] Additional mechanics include horseback riding for mounted shootouts, quick-time duels requiring timed inputs for revolver draws, and environmental interactions like dynamite usage or scripture-reading to trigger Ray's divine intervention mode, enhancing firepower temporarily.[21] The single-player campaign spans 20 chapters across diverse locales such as deserts, mines, and churches, with four difficulty levels unlocking progressively. Multiplayer supports up to 16 players in seven modes across 17 maps, including deathmatch and capture-the-flag variants.[19] Techland built the game on their proprietary Chrome Engine, marking it as one of the first titles to support DirectX 10 features for enhanced graphics like dynamic shadows and particle effects.[22] Development drew from Western films and historical firearms for authenticity in duels and combat animations.[19] Upon release, the game received mixed to positive reviews, earning a Metacritic score of 71/100 for the PC version, with praise for its atmospheric storytelling, varied gameplay, and orchestral score, but criticism for uneven AI, repetitive stealth segments, and technical issues on Xbox 360.[23] IGN awarded it 7.5/10, highlighting the engaging dual protagonists and Western immersion despite pacing flaws.[19] GameSpot similarly scored it 7.4/10, noting solid gunplay but dated level design.[21]Call of Juarez: Bound in Blood (2009)
Call of Juarez: Bound in Blood is a first-person shooter video game developed by Techland and published by Ubisoft, released on June 30, 2009, for Microsoft Windows, PlayStation 3, and Xbox 360.[24][25] Serving as a prequel to the 2006 Call of Juarez, it is set during and immediately after the American Civil War from 1864 to 1866, shifting the series' focus from supernatural elements to historical Western themes involving Confederate soldiers, Apache conflicts, and frontier pursuits.[26] The game introduces dual protagonists—brothers Ray and William Thomas McCall—with players alternating control between them across 19 chapters, emphasizing their contrasting personalities and combat approaches.[26] The narrative follows Ray McCall, a rugged Confederate sergeant skilled in firearms, and his younger brother Thomas, a more refined West Point graduate proficient in melee and archery.[26] After their Georgia plantation is destroyed by Union forces in 1864, the brothers desert the army during the Battle of Chickamauga to protect their family, leading to a westward journey marked by banditry, encounters with Apache warriors under Chief White Bird, and a quest for Aztec gold in Mexico influenced by a shared love interest, Apache woman Seeing Farther.[26][25] Themes of brotherhood, betrayal, greed, and redemption culminate in familial tragedy and the origins of Ray's vengeance central to the original game.[25] Gameplay centers on fast-paced gunfights with period-accurate weapons like revolvers, rifles, and shotguns, enhanced by a "Concentration Mode" that activates slow-motion bullet-time sequences after building a meter through kills, allowing precise headshots and dual-wielding for Ray.[26] Thomas employs stealthier tactics with throwing knives, a bow for silent takedowns, and improvised explosives, while both brothers engage in mounted horseback combat and quick-time-based duels requiring strategic hand positioning to outdraw opponents.[26][25] Additional features include dynamic cover leaning and cooperative tandem modes for synchronized attacks, alongside multiplayer deathmatch and team-based modes supporting up to 12 players.[26] The game received generally positive reviews, earning a Metacritic aggregate score of 77 out of 100 across platforms.[24] IGN awarded it 7.5 out of 10, praising the intensified action, character-driven story, and improved gunplay over its predecessor but noting repetitive mission structures and occasional technical glitches like frame rate drops.[26] GameSpot gave it 8 out of 10, highlighting high production values, engaging narrative motifs of honor and faith, and satisfying combat variety, though critiquing uneven AI and predictable duels.[25] Critics appreciated the authentic Western atmosphere bolstered by detailed environments and a cinematic score, positioning it as a solid entry in the genre despite not innovating significantly.[26][25]Call of Juarez: The Cartel (2011)
Call of Juarez: The Cartel is a first-person shooter video game developed by Techland and published by Ubisoft. It was released for PlayStation 3 and Xbox 360 on July 19, 2011, in North America, with the Microsoft Windows version following on September 13, 2011.[27][28] The title marks a departure from the series' historical Western settings, relocating the action to contemporary Los Angeles and Mexico amid drug cartel operations.[8] The game's plot centers on a joint task force assembled after the Mendoza Cartel bombs a Drug Enforcement Administration office on July 4, 2011, killing seven agents. Players assume the role of one of three playable protagonists—Ben McCall, a Los Angeles Police Department detective; Eddie "Sick Dog" Sandoval, a DEA agent; or Shane Dickson, an Alcohol, Tobacco, Firearms and Explosives operative—each offering unique abilities, weapons proficiencies, and narrative viewpoints that lead to branching story paths and alternate cutscenes.[8] The campaign follows the team's pursuit of cartel leader Sebastian Mendoza and a mythical artifact tied to the series' lore, blending action with themes of corruption and inter-agency rivalry.[29] Gameplay features linear levels with on-foot shooting using modern firearms, hand-to-hand combat, and occasional vehicle sequences, supplemented by a drop-in cooperative mode where a second player can join controlling a different character to alter mission dynamics. Distinct character mechanics include McCall's bullet-time "Concentration" mode for precise aiming, Sandoval's tagging system for marking enemies, and Dickson's explosive expertise, though critics noted repetitive enemy encounters and AI flaws undermined these elements.[30][31] Upon release, The Cartel garnered mixed to negative reception, with a Metacritic aggregate score of 47/100 across 62 critic reviews, reflecting consensus on competent gunplay overshadowed by bland level design, technical bugs, and the controversial modern setting that diluted the franchise's Western identity.[32] IGN awarded it 4.5/10, faulting the loss of narrative passion from prior entries.[8] GameSpot rated it 5.5/10, praising smooth shooting but decrying forgettable storytelling and pacing issues.[29] In retrospect, Techland acknowledged the game as a misstep attributable to execution challenges and limited resources.[33]Call of Juarez: Gunslinger (2013)
Call of Juarez: Gunslinger is a first-person shooter video game developed by Techland and published by Ubisoft.[10] It was released on May 22, 2013, for Microsoft Windows, PlayStation 3, and Xbox 360 as a digital-only title.[34] The game returns the series to its Western roots following the contemporary setting of its predecessor, The Cartel, emphasizing bounty hunting and outlaw pursuits in the American Old West.[7] Players control Silas Greaves, an aging bounty hunter who narrates his exploits in a 1910 saloon, pursuing figures such as Billy the Kid and Jesse James.[35] The narrative employs an unreliable storyteller mechanic, where Greaves' recollections dynamically alter levels and events based on his embellishments, blurring historical fact and myth.[7] Gameplay centers on fast-paced gunfights, dual-wielding revolvers, and precision shooting mechanics.[15] A key feature is the Concentration Mode, allowing temporary slow-motion for accurate aiming, alongside bullet-time duels that test player reflexes and timing against opponents.[15] An XP system enables upgrades to weapons, health, and abilities, earned through story progression and arcade challenges.[7] Visual narration segments use comic-book style panels to depict Greaves' tales, enhancing the episodic structure.[36] The game spans approximately 6-7 hours for the campaign, with additional replayability via multiple difficulty levels and side modes.[37] During development, Techland aimed to innovate storytelling by integrating player actions with narrative fluidity, inspired by Western tropes and unreliable memoirs.[7] Budget constraints led to a digital distribution model, allowing focus on core mechanics over expansive open worlds.[7] The title received positive critical reception, earning a Metacritic score of 76/100 for the PC version, with praise for its engaging gunplay, clever narrative twists, and value at a low price point of around $15.[37] Reviewers highlighted it as the strongest entry since the original, redeeming the series post-The Cartel.[37] Common criticisms included short length and repetitive level design, though its tight controls and duel system were lauded for evoking authentic Western showdowns.[15]Gameplay Mechanics
Character-Specific Playstyles
In Call of Juarez (2006), gameplay alternates between protagonists Billy Candle and Reverend Ray McCall, each embodying distinct tactical approaches. Billy's segments emphasize stealth, agility, and environmental interaction, utilizing a whip for climbing, swinging across gaps, and melee disarms to avoid direct confrontation. Reverend Ray's levels prioritize offensive gunfighting, leveraging the concentration mode—a bullet-time mechanic activated by scripture recitation—to slow time, tag enemies, and unleash precise volleys from revolvers or shotguns.[38][39] Call of Juarez: Bound in Blood (2009) expands this duality by allowing players to select between brothers Ray McCall or Thomas McCall for most chapters, enabling tailored strategies and encouraging replays. Ray suits aggressive, close-range rushes with high durability, dual-wielded pistols for rapid fire, and throwable dynamite for area denial, complemented by a concentration mode that tags multiple nearby targets. Thomas favors precision from afar, employing scoped rifles, bows with explosive arrows, and a lasso to yank enemies into vulnerabilities or disarm them, with concentration enhancing aim stability over volume.[40][41] Call of Juarez: The Cartel (2011) diverges by permitting mid-mission switches among three characters—LAPD detective Ben McCall, DEA agent Eddie Sanchez, and FBI agent Kim Evans—each altering combat flow through unique perks tied to their backgrounds. Ben's balanced kit includes a "heat" vision mode for tagging foes to highlight weak points, suiting methodical takedowns; Eddie's gangster flair enables dual-wielding submachine guns and a dropkick for mobility; Kim's investigative role features an eagle eye zoom for long-range spotting and hacking devices to disrupt electronics.[42][43] Unlike predecessors, Call of Juarez: Gunslinger (2013) centers on bounty hunter Silas Greaves as the sole playable character, with playstyle variability derived from a skill tree rather than fixed archetypes. Upgrades permit dual-wielding revolvers, accelerated reloading, extended concentration for chaining kills, and perks like ricochet shots, allowing players to hybridize aggressive or tactical Western gunplay amid narrative-driven reality shifts.[44][45]Concentration and Duel Systems
The Concentration Mode is a signature gameplay mechanic in the Call of Juarez series, enabling players to temporarily slow time during firefights for precise aiming and shooting. Activated by inputs such as quick-drawing dual revolvers or a dedicated focus command, it allows manual targeting of enemies in slow motion while maintaining player movement speed relative to slowed foes. This mode is available across all titles, with variations in activation and utility; for instance, in Call of Juarez: Gunslinger (2013), it also serves a narrative function by letting protagonist Silas Greaves vividly recall past events with heightened detail.[46][47] In earlier entries like Call of Juarez: Bound in Blood (2009), Concentration Mode is tied to character-specific abilities: Reverend Ray McCall enters it via dual-wield quick draws to tag multiple targets, while his brother Thomas uses it for scoped rifle precision or whip-assisted aiming. The mechanic emphasizes resource management, as overuse depletes a meter that regenerates over time or through pickups, preventing spamming and encouraging tactical deployment against groups or tough enemies.[48] The Duel System complements Concentration Mode by simulating authentic Western quick-draw confrontations, functioning as high-stakes set-piece encounters akin to boss battles. Players position their character's hand over the holster using analog stick input to build "speed" and "focus" meters, timing the draw to coincide with visual or auditory cues like heartbeats, then seamlessly transitioning into Concentration Mode to aim at vital opponent areas—such as the gun hand, head, or torso—before the enemy fires. Success requires sub-second timing; for example, achieving a draw under 0.6 seconds unlocks specific achievements in Gunslinger. Failure results in instant death, heightening tension, though mechanics vary slightly: Bound in Blood emphasizes steady hand control without initial drawing animation, while Gunslinger adds dodging and multi-opponent standoffs.[49][50][51]Multiplayer and Cooperative Elements
The Call of Juarez series incorporates multiplayer and cooperative elements primarily in its earlier installments, with variations in implementation across titles. The original Call of Juarez (2006) supports LAN-based multiplayer, enabling local network play without official online servers.[16] Community modifications have extended functionality for online matches as of 2025.[52] Call of Juarez: Bound in Blood (2009) features competitive multiplayer modes for 2 to 12 players, emphasizing class-based combat with selectable archetypes and map-specific objectives; official online and co-op support ceased in August 2016, though third-party tools like GameRanger facilitate continued play.[53][54] Call of Juarez: The Cartel (2011) centers on cooperative play, offering a three-player online co-op mode for its 15-mission campaign, where participants control distinct characters—DEA agent Ben McCall, LAPD detective Eddie "El Diablo" Sanchez, and FBI agent Kim Evans—progressing through the story collaboratively or solo with AI companions.[28] Drop-in/drop-out functionality allows joining mid-session, akin to systems in titles like Halo.[55] Local splitscreen co-op is achievable via community tools such as Nucleus Co-op.[56] In contrast, Call of Juarez: Gunslinger (2013) omits multiplayer and co-op entirely, prioritizing a single-player narrative experience with asynchronous online features limited to leaderboards.[57]Development History
Techland's Initial Vision and Challenges
Techland, a Polish studio founded in 1991, envisioned Call of Juarez (2006) as a revival of the Western genre in first-person shooters, drawing inspiration from classic films to deliver authentic gunplay, duels, and narrative depth. Early concepts, under the working title "Back to the West," emphasized a detective-style experience centered on clue-finding and exploration, visualized with iconic frontier elements like waterfalls and log cabins. This evolved into a dual-protagonist structure featuring Reverend Ray McCall's preacher mode—focusing on melee combat, scripture recitation for bullet-time effects, and moral gameplay—and Billy Candle's stealth-oriented gunslinger mode, aiming to differentiate it from contemporaries through varied playstyles and a linear yet replayable story set in 1880s America.[58] Development spanned approximately 1.5 years with a team of around 50 interdisciplinary members, including graphic designers and level designers working in a collaborative, scrum-based environment in a single room to foster ownership and rapid iteration. The studio leveraged its in-house Chrome Engine 3, originally from the 2003 title Chrome, to handle dynamic lighting, physics, and large outdoor environments, but adapting it for the Western aesthetic required significant tweaks for dust effects, horse animations, and destructible props.[58] Key challenges stemmed from the project's indie-scale constraints, including a limited budget that restricted scope and forced prioritization of core mechanics over expansive features. Initial open-world exploration ambitions were scaled back to a linear format to meet deadlines, while integrating an unreliable narrator (Silas Greaves) demanded procedural environment alterations mid-gameplay, straining technical resources and testing engine limits. As a relatively small Eastern European developer entering a Western-dominated market, Techland also navigated publishing hurdles, securing Focus Home Interactive for European PC release in June 2006 before Ubisoft handled global ports, amid broader industry skepticism toward non-U.S. studios tackling American-themed genres.[58]Iterative Improvements and Engine Usage
Techland's proprietary Chrome Engine served as the foundational technology for the Call of Juarez series, with each title leveraging successive iterations to incrementally enhance rendering capabilities, lighting effects, and gameplay responsiveness. The original Call of Juarez (2006) employed Chrome Engine 3, which incorporated upgrades such as DirectX 9.0c support, high dynamic range (HDR) lighting, and bump mapping to achieve improved visual depth in Western environments, including dynamic shadows and soft lighting techniques developed in collaboration with NVIDIA.[59][60] Subsequent development on Call of Juarez: Bound in Blood (2009) advanced to Chrome Engine 4, yielding striking graphical refinements over the prior version, such as enhanced environmental detail and character models, though it retained DirectX 9 exclusivity amid shifting industry standards that de-emphasized DirectX 10.[61] These iterations prioritized realism in particle effects and destruction physics, enabling more immersive battlefield sequences without overhauling the core architecture.[62] By Call of Juarez: The Cartel (2011), Techland refined the engine to version 5, focusing on smoother moment-to-moment gunplay mechanics and urban set pieces, with optimizations that better managed destructible environments and AI pathfinding under higher entity counts.[63][64] Call of Juarez: Gunslinger (2013) reused Chrome Engine 5, applying targeted tweaks for its faster-paced, level-based structure, including improved bullet time rendering and duel animations, which capitalized on the engine's matured physics simulation for precise projectile trajectories.[65] This approach allowed Techland to maintain development efficiency across titles, iteratively building on proven assets rather than adopting external engines, though it constrained scalability compared to contemporaries like Unreal Engine.[66]Shifts in Setting and Tone
The original Call of Juarez (2006) established a historical Wild West setting centered on revenge and moral conflict in late 19th-century America, with a tone blending gritty realism and supernatural elements tied to biblical themes.[67] Call of Juarez: Bound in Blood (2009) shifted slightly by expanding the timeline as a prequel, beginning during the American Civil War in 1864 and transitioning to post-war Western frontiers by 1866, emphasizing fraternal bonds and dual playable protagonists (brothers Ray and Thomas McCall) over the original's single-character focus.[68] This adjustment maintained the series' core Western tone of honorable gunplay and [frontier justice](/page/frontier justice) but introduced cooperative dynamics and broader historical scope, including Civil War battles, to deepen narrative backstory without abandoning the era's authenticity.[61] A more pronounced deviation occurred with Call of Juarez: The Cartel (2011), which relocated the action to contemporary Los Angeles and Mexico amid a drug cartel conflict involving LAPD agents, abandoning the historical Western framework entirely. Techland pursued this modern setting to "refresh" the series and explore gunfight mechanics in urban environments with automatic weapons and vehicles, diverging from revolver-based duels to a faster-paced, cover-shooter style.[69] The tone grew grittier and more politically charged, incorporating themes of border violence and law enforcement corruption, which drew criticism for straying from the franchise's Western roots and amplifying stereotypes in its portrayal of Mexican cartels.[70] Call of Juarez: Gunslinger (2013) reversed course, reverting to a classic Wild West setting in the 1880s through the unreliable narration of bounty hunter Silas Greaves, who recounts tall tales involving figures like Billy the Kid and Jesse James. Developed in response to The Cartel's poor reception, Techland emphasized arcade-style gunplay, quick-time duels, and a lighter, revisionist tone with comic-book visuals and self-aware storytelling to recapture the series' foundational appeal.[71] This shift prioritized fun, exaggerated Western tropes over realism, using environmental revisionism—where levels alter based on narrative inconsistencies—to innovate within the genre rather than externalize it.[7]Reception
Critical Reviews by Title
Call of Juarez: Gunslinger received generally positive reviews from critics, earning an aggregate score of 76/100 on Metacritic for PlayStation 3 and Xbox 360 versions based on 36 reviews, and 79/100 for the PC version.[37] Reviewers frequently commended the game's fast-paced gunplay, innovative duel mechanics, and narrative structure delivered through Silas Greaves' unreliable recollections, which allowed for dynamic level alterations and replayability.[72] Common criticisms included the campaign's brevity—typically 5-7 hours—and its linear design, which some felt limited exploration despite the arcade-style focus.[73][74]| Publication | Score | Date | Key Praise and Criticism |
|---|---|---|---|
| IGN | 7.5/10 | May 23, 2013 | Praised the charming Old Western campaign, storytelling twist revealing narrative inconsistencies, and responsive gunplay; noted short length and lack of multiplayer depth as drawbacks.[73] |
| GameSpot | 8/10 | May 20, 2013 | Highlighted tight, accurate shooting, satisfying weapon feedback, and well-designed levels encouraging combo chains; critiqued repetitive enemy AI and absence of open-world elements.[75] |
| Eurogamer | 7/10 | May 21, 2013 | Lauded the lean, score-attack FPS structure and focused Western atmosphere; faulted it for not fully innovating beyond shooter conventions, risking familiarity fatigue.[74] |
| Polygon | 9/10 | May 30, 2013 | Celebrated the capture of spaghetti Western excitement through stylized action and myth-blurring narrative; minor notes on pacing in boss encounters.[76] |
| Destructoid | 8.5/10 | May 23, 2013 | Emphasized satisfying gunplay spins on familiar mechanics and series-best quality; viewed it as a strong redemption post-predecessor, though brief.[77] |