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Video Game: Gunpoint

Gunpoint is a puzzle platformer made by Tom Francis.

The game starts off when Richard Conway, professional spy, hurls himself through his apartment window in a mishap with his new Bullfrog Projectile trousers. Watching from across the street is Selena Delgado, an employee for Rooke Firearms, who calls and offers him a job. Conway accepts, but is caught on camera on his way up to meet her; unfortunate, given that another agent murders Delgado shortly afterwards.

With footage placing him at the crime scene, Conway is certain to be arrested for the murder until Rooke, Selena's employer, calls Conway up. Rooke knows Conway didn't kill Selena, seeing as she was shot before the camera saw him, but she still has to hand the footage over to the police. However, if Conway were to erase all the backups...

So starts a winding tale of corporate espionage, intrigue, and a whole boatload of people getting punched in the face.

The game's featured tool is the Crosslink, a device which exploits Everything Is Online to let you rewire electrical systems in each level. Among other things, you can make light switches open doors, opening doors set off alarms, alarms toggle discharges from electrical outlets, and discharging electrical outlets summon the elevator to the floor with the noise-detector that will toggle the lightswitch.

On June 19, 2014, the built-in level editor was given the capability to upload levels to the Steam Workshop.


This game has examples of:

  • Action Commands: Happens during the last level if you did Rooke's mission beforehand. You can either fight off the hitman who also uses a pair of Bullfrog trousers by punching him, or shoot him. Shooting him causes a 60 second timer to start.
  • Artifact Title: An unusual example for something that is not a sequel or a series. The title was chosen early in development, and the gameplay kind of wandered away from much indicative of it. The achievement for getting the Resolver and sticking up an enemy with it is "Title Finally Relevant" with this lampshade-laden description:
    "Help me justify my early, not entirely wise choice of game name by holding someone at gunpoint with the Resolver."
  • Bad Ass: Conway can smash through glass windows, kick doors into guards and deliver Noir one liners during conversations - if the player chooses to do so.
  • Badass Longcoat: Justified. Both Conway and Hightower own a special brand of coat that protects the wearer from glass shards and long falls. Having such protection is probably the reason Conway can recklessly attempt Bad Ass feats, and the reason Hightower doesn't hesitate in tackling Conway through the window of a seven story building.
  • Big Bad: Fritz Gessler.
  • But He Sounds Handsome: In one mission, Conway is asked to break into a suspect's apartment and search for clues. Little does the client know, the apartment belongs to Conway himself, leading (possibly) to this trope during his debriefing.
    Mayfield: Find anything?
    Conway: Nope, the place was clean. Only thing this guy's guilty of is great taste.
  • Ceiling Cling / Wall Crawl: Conway can scale up, over, and around any horizontal or vertical surface he jumps to.
  • Check Point: The game autosaves frequently, so dying to a failed attempt to push a guard out the window, can easily become a slap on the wrist.
  • Corrupt Cop: Subverted. While they're implied to exist in great numbers in the local police department, none actually appear in the story. You're hired by the chief of police to investigate what he believes is corruption, but every instance of evidence being altered or destroyed is simply due to laziness or stupidity rather than corruption.
  • Corrupt Corporate Executive: Fritz Gessler, CEO of Intex.
  • Clothes Make the Superman: Most of Conway's abilities come from the special Bullfrog trousers he wears, and his Dropshot trenchcoat prevents him from being splattered all over the streets every time he falls several stories.
  • Deadpan Snarker: Conway can be unrepentantly glib no matter the circumstance, although almost everyone gets a chance to be witty.
  • Death Is a Slap on the Wrist: Dying lets you continue the game from a quite frequent autosave feature. And the saves usually go back a few seconds prior to Conway's demise.
  • The Dev Team Thinks of Everything: As noted under Puzzle Boss, there's seven ways to beat the final confrontation. Even more notable, however, is holding the villain at gunpoint has Conway tell them to drop their gun, and if you have a kill record they do out of fear; doing the same after a Pacifist Run, however, and your reward is that the villain pulls a "You Wouldn't Shoot Me" speech and then shoots you.
  • Dialogue Tree: During introduction to a mission, Conway can either ask about some useful things, be a Deadpan Snarker, or act like a giant loon.
  • Disaster Dominoes: You can use the Crosslink and its associated upgrades to set things up so that (for example) all the lights go off, and the guard who goes to turn them back on instead shoots one of his co-workers and knocks out another.
  • The Dragon: Hightower can be one for Gessler if you side with Rooke.
  • Driven to Suicide: Poor, poor Katie Collins. She kills herself in her cell, and leaves behind a note saying she doesn't want to be a burden. Gessler expresses genuine surprise in a laptop message right after that there actually was a genuine suicide, considering he's engineered so many fake ones that he's practically forgotten that real suicides were actually a thing.
  • Eleventh Hour Superpower: The Gatecrashers, which you can't afford until the final mission, which they're required for.
  • Elite Mooks: The Professionals can see in the dark and won't be intimidated by having a gun pointed at them (they'll just shoot you). They also appear to shoot faster than other guards, all of which works together to make them much more difficult to take out, especially without killing them. Thankfully, you can punch their lights out, unlike Enforcers.
    • Before the Professionals, you meet the Enforcers; heavily armored cops who are immune to door knock-outs and being pounced. However, they're still susceptible to falls, electric shocks, and getting shot.
  • Everything Is Online: Downplayed. Everything within the same building is on the same circuit, and controlled by software. The Crosslink is a program used to hack the circuit.
  • Evil Counterpart: Hightower to Conway, who are both professionals with nice hats and powered trousers to allow them to leap great distances.
  • Film Noir: In spite of its sense of humor, a lot of tropes from the classic setting are played straight. We have a detective investigating a murder, trying to prove the innocence of a framed young woman, evading a corrupt or incompetent police force, and the main client is a fiery haired Femme Fatale
  • Freelook Button: While not the straightest example of it, going into hacking mode, lets you scout the map and look for hackable electronics but also to scout the enviroment for any guards and see their guard's view-cone. Of course, Conway can't move while hacking.
  • Grey and Grey Morality: When it comes to choosing between jailing an innocent man or letting your client's killer escape in the final act of the game, Conway regards whatever the player chooses as the "the least shitty of two incredibly shitty sides".
  • Gunpoint Banter: Possible in the finale, if Conway opts to use the Resolver.
    Gessler: "Look at that, Shit Hat Conway packs a piece.
    Conway: For your own safety, do not insult the hat.
  • Hired To Hunt Himself: The Chief of Police hires Conway to investigate the destruction of evidence in connection with the Delago murder. At one point, Conway gets to search his own apartment for evidence to implicate himself with. Depending on your dialogue choices, Conway may or may not get a chance to explain himself, but if he does, he'll either respond that he found it fun or has issues, or that he paid well.
  • Hardboiled Detective: Conway is a possible inversion depending on player choices. One can choose to go with the responses that are true to the trope, but Conway overall seems to lean a little more toward the silly. He tends to display rather more snark than cynicism.
  • Jump Physics: The game begins after Conway buys a pair of "Bullfrog" powered leap trousers. They allow him to fall any distance without harm, and charge up to send himself leaping in a far arc. Much is made about using them to either evade enemies, or pounce on them with a Deadly Lunge.
  • Metaphorgotten: Conway's hardboiled noir detective speech gets away from him:
    I don't get into trouble. Trouble gets...in...OK, that one's not going anywhere.
  • Multiple Endings: Of a sort. You can either support Melanie Rooke or her husband, Mark Jackson, who was being blackmailed by Intex. Both give you the means to take down Intex and Gessler, but if you support Jackson, the person who killed Selena Delgado will escape. On one hand, Jackson is somewhat innocent in this debacle and just wants to get away after his lover was murdered, but on the other hand, he was cheating on Rooke and stole her money, plus you won't get Hightower killed/arrested if you pick his side, so there's equally valid reasons to screw him over.
    • While it doesn't necessarily change the ending of the game, the police chief's investigations and the operation where you steal a prototype for Gessler can have multiple endings, depending on the dialogue trees and even depending on whether or not you went in front of certain cameras.
  • Nice Hat: "Conway, hat fancier." The promotional Team Fortress 2 item, the Crosslinker's Coil, implies that his hatband is electrical cable (powered, no less). Seeing as this is Conway we're talking about, it's pretty likely.
  • No-Holds-Barred Beatdown: After pouncing on someone, Conway has a chance to knock them out with a quick punch, before getting back up and continuing. Nothing stops him from staying on top of a guard and continuing to punch him... for however long he wants. The game tells you to stop since you only need to punch him once. Then it tells you that you don't have to keep doing it, since there's not an achievement for it or anything. Eventually it gives up and hands you an achievement... after you punch someone a hundred times. Lampshaded in the game's trailer.
  • No Peripheral Vision: Averted with the guards. As long as the lights are on, if you are in front of them, they will shoot you. If you are hanging from the ceiling, they will shoot you. If you turn off the lights and get too close, they will shoot you.
  • "Open!" Says Me: A expensive purchasable ability lets Conway kick down doors like nothing. They can fly into other mooks to knock them down. Although you most likely won't have the money needed for it until before final mission.
  • Pacifist Run: The game provides a number of ratings at the end of each level, including a "Violence" rating, which varies all the way from "Gentleman" (for which you aren't allowed to so much as touch a guard), to the standard "Non-lethal", all the way to "Psychopath" (for killing everyone on the level). Which of the two extremes are hardest to achieve depends on which level you're playing.
    • Also notable in that, provided the player doesn't kill anyone throughout the game, having a conversation at gunpoint with the villain results in them pulling a You Wouldn't Shoot Me and then shooting you first.
  • Point Build System:
    • As you get further in the game, you get more upgrade points to upgrade the Bullfrog trousers (increasing range or decreasing charge time), or increasing the battery's power.
    • The money you earn is most likely used to buy a few useful upgrades. Some upgrades are needed for certain missions.
  • Poor Communication Kills: Early in the game, a girl calls you in to prove her innocence in the case, which you can't do since you got rid of all the proof. Double example, because Rooke calls you up later on and tells you she committed suicide because of it.
  • Put Down Your Gun and Step Away: While there's no hostage involved, Conway can try this at the finale. It only works if he's killed before, so his opponent knows he's willing to shoot.
  • Puzzle Boss: The finale, when Conway confronts Gessler, has eight different methods (all with achievements). Specifically, they are: pounce on him and knock him out; punch him to death; hold him up and make him surrender; shoot him; pounce onto him and out the window; knocking him out with his own door trap; render him defenseless by rewiring his gun; and kicking the door off the hinges and onto him.
  • Revolvers Are Just Better: The gun you are able to get in the game is limited to six bullets, and is called the Resolver.
  • Rube Goldberg Hates Your Guts: Using the crosslink to rewire levels to kill or knock out guards is a major feature of the game. The chain of devices you use to do this can be as simple or as complicated as you can imagine.
  • Shout-Out: One response follows:
    Gessler: I need someone serious. Are you?
    Conway: I am serious. And don't call me Shirley.
  • Side View: This game being a 2D platformer with stealth, it's a self-explanatory trope.
  • Sir Swears-a-Lot: Gessler's first words to Conway are "Who the fuck are you?", and he only gets more vulgar from there.
  • Spiritual Successor: To The Art of Theft, which makes sense considering that Tom Francis once interviewed Yahtzee, meaning that inspiration could have been derived at some point.
  • Video Game Cruelty Potential: After completing Gessler: Acquisitions, you can tell him about Rooke's trace in the prototype he had you steal from her. If you do, you'll get an extra $450 later on, but Rooke will call you after to tell you that the prototype you brought back had a bomb inside and blew up in one of her labs, killing three people.
  • Video Game Cruelty Punishment: Firing the Resolver once will net you a timer to exit the level before a police sniper gets into position to shoot you dead if you exit a building. It is a punishment since the game only lets you fire the Resolver at a person. Firing it twice will instantly spawn the police sniper.
  • What the Hell, Hero?: Conway will pull this on himself if you've killed several police at the end of the game, noting that he killed more people than he actually avenged.
  • Why Don't You Just Shoot Him?:
    • In the final confrontation, you have the option of taking out your opponent in a number of potentially complex ways. This is one of the easier ones, and the game gives you an achievement of the same name for doing so.
    • An additional example lies in the way the gun mechanics work. You can get a gun and point it at someone, and as long as you're pointing it at them, they're too scared to shoot you. You can use this to shove guards off of ledges. The black-suited "professionals" will shoot you anyway. It also provides a number of reasons for the player not to shoot, primarily that doing so causes a timer to count down to the arrival of a police sniper (who can shoot you dead instantly), but secondarily due to a hard limit on the number of bullets you have access to in the game (six, naturally).
    • Also, depending on the level, the timer for the police sniper varies on the size of the level. The bigger level the more time you have to escape before the police sniper arrives.

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alternative title(s): Gunpoint
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