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Six Gun Galaxy

Six Gun Galaxy

Release Date:  2011/07
Developer:  KlickNation
Genre:  RPG

Six Gun Galaxy is a Facebook RPG game that takes something from everything, including a little city-building, bits of role-playing, some adventure, certain combat, and part of strategy. Integrating so many elements together, it is like a melting pot, yet a pot not deep enough to bring the best out of each ingredient in it.

The game recently got an update, forcing players to pay for items because you will run out of energy after five minuets and then you can’t play for like half an hour.


Taking up the role of a gunslinger, you simply choose from four characters your own image, claim your first companion (a fighting dog) by click the building of Livery Stables, and then directly engage in a combat against a Zombie that tries to devour your pet. In the first battle, you can soon sum up the fighting mechanics of the game: turn-based and half-automatic. Your avatar and the NPC rivals can freely move around in the field, but the position of all in-game avatars will be kind-of fixed to certain location once the fight starts; and in the entire turn-based combat, you can pick out weapons and skills at will, leaving the rest of dash-to-attack part automatically to take place out of control. Moreover, your fighting dog will just attack after you finish yours, which happens automatically that you even don’t have to click the dog or the rival.

Fighting in Six Gun Galaxy varies in degree. You may challenge powerful Monster bosses in specific fighting interface, which will probably involve some strategic play by means of diversified combative plans, such as to direct attack (shooting, hacking, kicking, etc.) or to shield self at the cost of diminished damage inflicted on enemies, etc. Yet not all combat is like that, for most of the fighting in quests is simple enough to be done by one single stroke, at most, required certain Quest Items (like Adv Combat Training for your character) bought from the shop.

Not focusing on fierce combat, quests are mainly for exploration of different regions or maps, unlocked one after another as you level up via enough experience. Explorable places are a lot, each presenting different views and providing diversified quests. Just take the Beachfront Town for instance. There you need to click architectures to conduct activities including polishing an anchor, tossing coins for luck in wishing well, performing maintenance to a lighthouse and so on, and to click wandering avatars there to kill, no matter the quest content is described as Duel, Challenge, Kill or Attack; all these quest, once done, will bring about rewards of coins, xp, resources plus collectible items. (The very Collection in Benchfront Town is a set that contains a sand dollar, a horseshoe crab, a starfish, a lion’s paw and a conch shell; and every region is designed with a particular Collection, which once completed can be exchanged for other rewards.)

Nevertheless, the diversity and richness of quests just linger on the very surface. Once you see through the superficially different quest settings among varied regions, you realize that all quests in it are simply of two kinds: to click the buildings and to click the avatars. Although the region of higher level is indeed designed with correspondingly more challenging quests to finish, in the essence all quests are simply the same. Furthermore, the lack of a main story plot to connect all single quests all the more quickens the rate of the loose, random quest system to fall apart. Given such enlightenment, how can you not be bored?

Compared with the blemished combat and quest, the building part in it leaves even much more to be desired. Building a homestead village of your own is almost negligible. You can choose to set up a village, constructing utmost eight types of buildings (house, blacksmith, gun shop, just to name a few), creating varied landscapes by adding pebbles, trees, pavements, etc and decorating it with shrubs, flowers and other flora. Yet, due to the loose bearing between construction and exploration, you can simply skip this part and directly, or even whole-heartedly, explore the world to do quests (anyway, comparatively questing is more interesting).

At last, a word about some lesser parts. In-game graphics is smashed with grey and gloomy hues, not spirit-lifting at all in the least; avatars are a little too small-sized against the buildings; and loading interfaces are way too many that constant location-switching is brazenly time-consuming. To play Six Gun Galaxy is like to have a dinner made up by only appetizers but no main courses; it attracts you to come but fails to offer what you really want. Isn’t that a pity?

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