Guns N’ Souls Hands-On Impressions: More Chinese Democracy Than Use Your Illusion
Posted 18:09 EST on 21FEB2014 by: tim walker in hands-on » guns n souls, iOS, square enix
Guns N’ Souls: feat. Song Summoner is Square Enix’s latest attempt at the free-to-play model on iOS. Billed as a “Hyper Action RPG” (and as a sequel to the tactical RPG Song Summoner), it’s really more of an endless runner broken into chunks, with plenty of glitz, McGuffins, and numbers thrown in for good measure. It’s far from the worst thing on the platform (and not even the worst Square Enix game on iOS ), but it’s pretty hollow for such a high-profile release from such a high-profile publisher.
Guns N’ Souls aims to wow the player right off the bat with a beautifully-rendered opening sequence set to a song by Japanese pop group Larval Stage Planning. It’s nice to look at and listen to, but once you’ve played the game for some time, you’ll start to wish they’d spent more time working on gameplay and less on razzle-dazzle.
The game starts off with a few brief lines of exposition before putting the player through a tutorial level to learn all of the game’s controls (there are roughly six). Anyone who has played an endless runner on iOS should know the drill by now: Flick left and right to move protagonist Ziggy between the three invisible paths as he runs, up to jump, and down to slide. In addition to running on his own, Ziggy also targets and fires his weapon at enemies automatically; just position him correctly, and he’ll take them down. Though it’s not shown during the tutorial, you can also jump-cancel by flicking down right after jumping.
The main unique control element in Guns N’ Souls is tapping your cards: Certain cards in your deck can be used once per stage to create certain effects (powering up your gun temporarily, restoring HP, etc.). Oh, we didn’t mention the cards yet? Don’t worry: We’re about to reach the point where the game will teach you more about the cards then you’d likely care to know….
Once the tutorial is done, the game designers decided to do everything they possibly could to make you uninterested in playing further. You’ll start off being bombarded with text walls detailing the card system, evolving your cards, and organizing your deck. You’ll then catch a slight reprieve in the form of some cut scenes that fill you in on why exactly Ziggy is doing so much running about. After that, it’s back to your blonde shopkeeper/emcee for some in-depth discussions on crystals, rare card drawing, and the like.
Also, somewhere around this point, the game decides to kick you while you’re down by pausing to download more data. And we mean a lot more data: This download took about 75 minutes on an iPad Air. I started this forced download on my iPhone 5 around the time I started typing up this review, and it’s sitting at around 30%. It’s also notable that closing the app completely sometimes results in the game needing to re-download some data once you load it again, though not for nearly as long.
Gameplay is basically divided into two parts that feed into one another. First, there’s the card management side of things. You begin the game with a few cards in your inventory, and can use them to create custom decks. Each deck can have up to five cards, though each card “costs” a certain amount of points to place in your deck, so you may not be able to equip all of the cards you want right off the bat. Cards basically serve three purposes: 1) They dictate how powerful your gun is, and how many hit points Ziggy has, 2) They allow you to gain both offensive and defensive bonuses if you match their suit with the stage’s suit, and 3) As mentioned above, certain cards grant you special abilities for a limited time once per stage.
Keeping in line with the music-based theme of the game, the three suits of cards are Rock, Pop, and Punk. The action stages are divided up pretty evenly between these three suits, so it’s to your benefit to build at least one custom deck for each suit in order to take advantage of the stat bonuses for particular stages. You can mix and match cards of different suits freely, and sometimes it makes more sense to do so since a powerful Punk card would still be more effective even without the Rock stat boost offered. The names of the cards all allude to album and song titles. The art on the cards themselves is a bit on the risqué side of things, but perfectly in line with the industry to which Guns N’ Souls pays tribute.
The stats of an individual card can be boosted permanently by sacrificing other cards to bond with it. Sacrificing an identically-named card normally offers a larger boost, and has the added bonus of increasing the maximum possible level of the card being boosted.
With this in mind, you would think that the designers would implement a simple way for you to sort your cards to make boosting easier, but sadly, Square Enix appears to have dropped the ball on this one. While you can sort your cards in six different ways, there is no option to place identically-named cards next to one another. So, for example, boosting your Firestarter card by burning up her two twins in your deck basically requires you to hunt through all of the cards you’ve acquired until you’ve located the ones you need. Since you’re limited to 50 cards, it doesn’t take long to find them, but it’s a minor annoyance that could have been corrected with just a little bit of effort on the development side.
Along similar lines, you can filter by suit type, but the game ditches these filters whenever you return to card selection, even if you’re in the middle of boosting. Also, though you can filter by suit, you can’t sort by suit, though you can sort by the most recent card to oldest (hooray?).
Cards can also evolve into other, more powerful cards by combining them with bizarre animal mascot cards once the card you’d like to evolve has reached a certain level. The problem is that raising a card high enough to do so takes quite some time, and while you’re waiting for this to happen, those same (otherwise useless) mascot cards sit around in your inventory. Again, this isn’t a deal breaker, but being able to put them elsewhere (so that you don’t have to constantly scroll through them) would have been a smart move.
The other half of gameplay revolves around the endless-runner-style action sequences introduced during the tutorial. Stages are earned one at a time, and you can replay a stage once it’s been beaten (in fact, unless you want to spend real-world money to advance, you will be replaying them. Often.). Once you’ve selected a stage from the menu, the game will allow you to choose a support card, offered either by someone on your Friends’ List, or from a random guest. You’ll then be prompted to choose a deck from the decks you’ve already created.
Stages are about 2-3 minutes in length and do not offer much in the way of variety. While the graphics look nice, there’s little of substance here: Avoid the obstacles, avoid getting shot, shoot down the enemies that appear, and collect the crystals (LUNA) that line the ground. There are also 3 special crystals per stage (SPLUNA) that are pretty much required pick-ups to get a decent grade (and a decent XP bonus) for the stage. Occasionally, you’ll stop running and be whisked away to a boss stage, where the controls remain the same.
Finishing a stage successfully will net you a certain rank, which earns you a certain amount of experience points. Earn enough to level up, and you’ll improve Ziggy’s Stamina (the currency used to play the action stages) and Cost (which allows you to have better cards in your deck). Beating certain enemies in a stage and completing the stage successfully also earns you new cards for your deck, and there are also achievements (collect all LUNA crystals in a stage, don’t jump more than 3 times, etc.) that can be completed to earn more of this in-game currency or that in-game currency. At the end of the day, it all feeds into each other in such a convoluted way that it made me want to shove the game aside and go ram into trees to collect Rupees.
This piling on of rewards and systems illustrates another issue with Guns N’ Souls: Like many modern games, it’s way too busy for its own good. This includes not only the reward structure and card systems, but also the sheer amount of garbage text you’re confronted with constantly throughout the game. Every menu screen is busy, Busy, BUSY, with in-game hints plastered all over the menus, reminders of log-in bonuses, and scrolling text alerting you to ongoing events.
Since I can read Japanese, the menu system is not hard for me to navigate personally, but it would probably be difficult for anyone who doesn’t speak the language to memorize it due to the sheer number of sub-menus and shortcuts crammed in here. Again, it’s just too much.
There are a couple of nice things I can say about the game. First, aside from the opening dialogue section, the story sections of the game are not forced upon you. Instead, you are alerted whenever there is a new portion of the story available, and can read through the scenes (or listen to them: The game allows you to download voiceovers as you wish) at your leisure.
Second, although the game restricts your stage runs through its Stamina meter, it’s rarely drained: Every time you level up, it replenishes completely, and might even grow a bit. (to be fair though, I’ve only spent a few hours with the game, so this could become an issue later on)
Finally, while the game does allow you to purchase McGuffin crystals with real-world money to earn rare cards and purchase Stamina, it doesn’t beat you over the head to make a purchase. The crystals are there to buy if you choose, but the game isn’t going to ask you to cough up your iTunes ID every 5 seconds.
Despite these minor points, Guns N’ Souls is really not something I’d recommend spending time on, even though it’s totally free. It’s 2014, and we’ve suddenly regressed back to a Dragon’s Lair-level of gameplay from a company that was once the darling of the industry (not to mention the developer: Have I mentioned that this was made by the guys who made Devil Dice?). And unfortunately, all the sexy girl cards in the world won’t do a thing to change that.
Guns N’ Souls is a free-to-play app from Square Enix on iOS. It is exclusive to Japan at this time.










































































