Rhythm game spins have been steadily increasing in popularity. The metronomic pulse underpinning the action forms a thin line to navigate, somewhere between flow state and tripping over your own feet. That’s the line Jaw Drop Games’ Gun Jam rides, and it does so pretty well.
I had a chance to see and play Gun Jam, as well as speak with Creative Director Martin Darby and Paul Wilson, a producer from publisher Raw Fury. The game was seemingly born out of a concept made a few years ago, of moving and blasting enemies to the beat. Now, Jaw Drop Games has brought the concept to life in Gun Jam, a rhythm first-person shooter where players have to move to the beat to survive.
It’s a pretty simple concept, if you’ve played something like 2016’s Doom or even the original. Enemies spawn in, and the player blasts them as they arrive. In Gun Jam, the action centers around the music thumping through the stage, making it pulsate with the beat. A metronome lane of beats scrolls up from the bottom of the screen and into the crosshairs, intuitively showing the player the right time to click heads. Different colored notes will correspond to a few different weapons, ranging from a simple gun to a more powerful rifle or grenade launcher.
I watched the devs play through the level before taking my own crack at it. I note this because Gun Jam took me on a very humbling journey from thinking I got the general idea, to realizing how much was being asked. There’s a general flow through the level, but no rails. It was up to me to dodge fire, move around the arena, and keep the beat alive by shooting, kicking, or dashing along with it.
It felt a bit like the old rub-your-stomach, pat-your-head routine. Once I started to see beyond the lane, so to
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