Call of Juarez: Gunslinger Review: A Tall Tale Told with a Smoking Gun

Updated at October 21, 2026
Silas Greaves facing down an outlaw in a dusty frontier town street at high noon

Call of Juarez: Gunslinger — Techland's cel-shaded love letter to the Wild West

Introduction

By 2013, the Call of Juarez series had already tried gritty historical drama and a modern-day crime detour that most players would rather forget. Techland's answer wasn't a bigger budget or a more serious tone. It was the opposite: strip the Western down to its purest form, hand it to a grizzled old bounty hunter named Silas Greaves, and let him lie about it.

Gunslinger opens in a saloon, where Greaves spins yarns about gunning down Billy the Kid, riding with the Clantons, and standing across from Pat Garrett. Every story is suspect, every detail negotiable. That framing device turns out to be the smartest thing Techland ever put in a Call of Juarez game, and it carries a five-hour arcade shooter further than it has any right to go.

A Tall Tale Told by a Liar

Greaves narrates in real time, and the world listens. Call a shootout "twenty men strong" and the environment spawns more outlaws mid-fight. Misremember a barn as a saloon and the building redresses itself while you're still standing in it. Characters appear mid-sentence, correct the record, and vanish again when Greaves catches himself exaggerating.

It's a structural trick lifted from unreliable-narrator fiction, not a typical shooter cold open. The six chapters cover real frontier figures — Jesse James, the Earp brothers, John Wesley Hardin — filtered through decades of barroom retelling until fact and legend blur past separating.

  • Framing device: Greaves breaks the fourth wall constantly, correcting his own exaggerations as the environment shifts to match.
  • Historical cast: Billy the Kid, Jesse James, Pat Garrett, and the Earp brothers all show up as framed, mythologized versions of their real selves.
  • Collectible dime novels and newspaper clippings: scattered through levels, these fill in the gap between what Greaves claims happened and what likely did.

By the final chapter, the game pulls its own rug out from under the player in a way few six-hour shooters bother attempting.

Quick Draw Duels and Concentration Mode

Strip away the narrative wrapper and Gunslinger is an old-school corridor shooter built for score chasing, not cover-based tactics. Combat rewards aggression: headshots, melee finishers, and chained kills feed a combo meter that unlocks Concentration Mode, a slow-motion window where every shot is a guaranteed headshot as long as the meter holds.

Standoffs break the rhythm deliberately. The camera pulls back, time stalls, and the player has to read an opponent's draw hand and fire a split second after it moves — too early and the shot goes wide, too late and Greaves eats a bullet. These one-on-one duels against named outlaws land with far more tension than the corridor shootouts around them, precisely because they ask for patience instead of trigger speed.

  • Combo-driven Concentration Mode: chaining headshots and no-damage kills builds toward a temporary bullet-time window with guaranteed critical hits.
  • Quick Draw duels: one-on-one standoffs against historical gunfighters that hinge on reaction timing rather than raw accuracy.
  • Trick shots: ricochets, shooting dynamite, and environmental kills grant bonus score and currency.

The Cel-Shaded Frontier

Chrome Engine 5 powers a look that owes more to pulp Western paperback covers than to photorealistic shooters of the same era. Sun-bleached oranges, dusty browns, and watercolor-streaked skies replace the muddy realism of the earlier games, and the cel-shaded character models hold up a decade later in a way that polygon-counting shooters from 2013 simply don't.

Environmental storytelling leans into the same bit: bullet holes stay etched in wood long after a fight ends, and the occasional "painting coming to life" transition during Greaves' most tangled lies sells the unreliable-narrator conceit visually as well as mechanically.

Bounty Hunting and the Skill Tree

Between story missions, optional side paths send Greaves after wanted outlaws for bounty money, which feeds directly into a skill tree spent on perks rather than stat sliders — faster reloads, bigger Concentration Mode windows, extra throwing-knife capacity. None of it reinvents the arcade shooter's upgrade loop, but it gives the between-mission downtime a reason to exist beyond collectible-hunting.

Score attack and arcade modes extend the package past its short campaign, rewarding replays of individual chapters for leaderboard chasing — a concession to the genre's arcade roots that fits a game built around a guy bragging about how many men he's killed.

Pros and Cons

Pros:

  • Unreliable-narrator structure: the shifting, self-correcting storytelling elevates a budget shooter's plot into something genuinely clever.
  • Quick Draw duels: tense, reaction-based standoffs that break up the corridor shooting with real stakes.
  • Art direction: the cel-shaded, painterly visual style has aged far better than the series' earlier attempts at realism.
  • Tight pacing: a five-hour campaign with almost no padding, built for a single focused sitting.

Cons:

  • Thin core gunplay: outside of duels and Concentration Mode, the corridor shootouts are generic by modern standards.
  • No multiplayer: the package is entirely single-player, with score attack as the only replay hook.
  • Short campaign: players wanting a longer Western epic will find the main story over almost as soon as it earns its hook.

Conclusion

Call of Juarez: Gunslinger shouldn't work as well as it does. It's a budget-priced, single-player-only shooter built on a framing gimmick, and yet that gimmick carries real weight, turning six short chapters into a genuinely memorable retelling of frontier myth. Techland never topped this entry in the series, and more than a decade later it remains the best argument that a Western shooter doesn't need Red Dead's scale to land its shots.

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Call of Juarez: Gunslinger

  • Developer: Techland
  • Publisher: Ubisoft
  • Engine: Chrome Engine 5
  • Genre: First-Person Shooter / Western Action
  • Release date: May 22, 2013
  • Duration: 5-7 hours
  • Available on
    PlayStation 3Xbox 360PCNintendo Switch

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