![]() ![]() The perks in Run’n’Gun are mostly what you’d expect from an endless runner game: bonuses that let you run through obstacles for a short period of time, and a magnet that pulls coins towards your position as you run on by. But the other characters are ridiculously overpriced, and even the cheapest will have you running ‘n’ gunning for at least a week straight to rack up the amount of coins or diamonds needed. ![]() Players will start out as the Hunter archetype, but a Sheriff, a Troll, a brother-sister pair of Twins, and (oddly enough) a Hobgoblin can also be purchased. You’ll meet up in a tavern in-between your runs, where you can upgrade your perks, shop for other characters, or accept missions from the dashing barkeep in a red vest and monocle. Run’n’Gun makes no attempt at incorporating a story into its unique blend of gameplay, as it sends your hero running through the streets of a muddy town and gunning down goblins for no rhyme or reason. Run’n’Gun is a testament to walking and chewing gum at the same time, and while it adds an exciting shooting component to the tried and true formula of the endless runner genre, some major bumps along the way hold it back from truly hitting its mark. The chiseled heroes in endless runner games are usually so focused on running and jumping, they forget all the things they can do with their hands. You can run, you can gun, but you won’t have much fun. ![]()
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