- Release Year: 2015
- Platforms: PlayStation 4, Windows
- Publisher: PlayStation Publishing LLC, Sony Computer Entertainment America LLC
- Developer: Valkyrie Entertainment, LLC
- Genre: Strategy, Tactics
- Perspective: Diagonal-down
- Game Mode: Online PVP
- Gameplay: Base building, In-app purchases, Tower defense, Unit promotion
- Setting: Military
- Average Score: 50/100
Description
Guns Up! is a free-to-play side-scrolling strategy game that combines elements of tower defense and real-time tactics. Players build and upgrade their base, unlock new units, and place defensive structures to protect their headquarters from invading armies. The unique premise allows players to switch between the roles of attacker and defender; as an attacker, you lead an army truck to assault an enemy base, while as a defender, you summon troops from your HQ to repel invaders. Combat is fueled by ammunition used to deploy units, and players can collect power-ups like rally flags, missile strikes, and carpet bombings during battles to turn the tide.
Gameplay Videos
Guides & Walkthroughs
Reviews & Reception
metacritic.com (75/100): Guns Up! is devilishly addictive and provides a seriously fun formula of mutually beneficial attack and defence tactics.
destructoid.com (25/100): Free-to-play games leave me mighty cold. The microtransactions start to sting. I’d rather pay once and get everything.
Guns Up!: Review
In the annals of video game history, few genres have experienced as meteoric a rise and contentious a reputation as the free-to-play strategy title. Among the legions of Clash of Clans clones and tower defense hybrids, one game dared to bring the asynchronous warfare formula to the PlayStation 4, aiming to bridge the gap between mobile casualism and console engagement. This is the story of Guns Up!—a game of simple charms, profound frustrations, and an ultimately tragic fate, serving as a poignant case study in the perils of live-service gaming.
Introduction: A Free-to-Play Soldier’s Brief Life
On December 5, 2015, Valkyrie Entertainment and Sony Computer Entertainment deployed Guns Up! onto the PlayStation Network. As a free-to-play, side-scrolling strategy title, it invited players into a perpetual cycle of base-building, troop deployment, and asynchronous PvP combat. Its thesis was ambitious: to translate the addictive, accessible loop of mobile games like Clash of Clans and Boom Beach onto a home console, enhancing it with a more interactive, visually polished experience. For a time, it found an audience, nominated for “Best Strategy Game” at E3 2014 by IGN. Yet, on December 14, 2023, its servers were shut down, rendering the game completely unplayable. Guns Up! is a fascinating artifact—a well-intentioned experiment that ultimately succumbed to the very design philosophies and market forces it sought to conquer.
Development History & Context: A Console Foray into Mobile Territory
Guns Up! was developed primarily by Valkyrie Entertainment, a Seattle-based studio known for its support work on major titles like the MLB The Show series (by San Diego Studio) and God of War. This project, led by Game Director Ryan Blinsky and Art Director Forest Telford, represented one of the studio’s first forays into a original, self-published title. The involvement of Sony Computer Entertainment America as publisher signaled a strategic push by Sony to explore the burgeoning free-to-play market on its console platform.
The mid-2010s gaming landscape was dominated by the rise of freemium models on mobile. Supercell’s Clash of Clans (2012) was a cultural and financial phenomenon, proving that a game could be both massively profitable and deeply engaging through asynchronous multiplayer and persistent progression. The console space, however, remained wary. The concept of “free-to-play” was often synonymous with predatory monetization and shallow gameplay. Valkyrie’s mission was to adapt this successful formula for the PlayStation 4, leveraging the console’s power for better visuals and a more involved gameplay experience, while avoiding the stigma of a cheap mobile port.
Technologically, the game was built using the Unity engine, a pragmatic choice that facilitated its later ports to Windows (2018) and, eventually, mobile devices (2022, developed by NHN Bigfoot). The initial vision was broader, with planned versions for PlayStation 3 and PS Vita that were ultimately canceled, reflecting a strategic consolidation of resources. The development team, which included over 340 credited individuals, aimed to create a game that was “devilishly addictive” yet fair, a difficult balancing act in the freemium arena.
Narrative & Thematic Deep Dive: The Silent War
Let’s be clear: Guns Up! is not a narrative-driven experience. There is no intricate plot, no deep character arcs, and no cinematic storytelling. The “narrative” is purely environmental and systemic, emerging from the gameplay itself. You are an anonymous General, a faceless commander tasked with building an army and a base from scratch. Your enemies are other players, their bases standing as silent monuments to their strategic prowess (or lack thereof).
Thematically, the game explores concepts of persistent conflict, resource management, and the grind of warfare. The world is a single, generic Eastern Bloc-inspired countryside, a perpetually contested territory where battles are fought not for ideology, but for munitions and experience points. The dialogue is non-existent; communication is achieved through the placement of walls, turrets, and the orchestrated chaos of troop movements.
The true “characters” are the units themselves: the goofy, blob-like soldiers—Grunts, Assault troops, Grenadiers, Snipers, and Rocketeers. Their charming, cartoonish design, complete with customizable hats and uniforms, belies the brutal efficiency of their purpose. They are expendable resources, sent in wave after wave to die for the cause of progression. The game’s underlying theme is one of ruthless optimization: to succeed, you must embrace the grind, accept the loss of countless digital soldiers, and constantly refine your base into an impersonal killing machine. It is a chillingly efficient, if utterly soulless, depiction of military escalation.
Gameplay Mechanics & Systems: The Loop of Grind and Reward
At its core, Guns Up! is a hybrid of tower defense and tower offense. Players inhabit two primary roles: the Attacker and the Defender.
As an Attacker, you select an opponent’s base to assault. The battle begins with your transport truck slowly advancing toward the enemy HQ. Your currency for deployment is munitions, spent to summon units from your truck. Basic Grunts are cheap, while specialized units like Rocketeers are expensive. Units deploy and automatically advance toward the enemy, firing at will. The player’s agency lies in strategic timing of deployments and the use of Support Cards—earned through gameplay or purchased. These include abilities like a Rally Flag (directing troops to a specific point), Carpet Bombing, Missile Strikes, Tear Gas (stunning enemies), and decoys. Destroying enemy units and structures can drop munition pickups, creating a risk-reward loop for pushing forward. Victory is achieved by destroying the enemy HQ.
As a Defender, your role is passive. You design a base layout between battles, placing structures like:
* Infantry Tents (spawning defending units)
* Sniper Towers
* Mortars
* Machine Gun Turrets
* Walls (to create chokepoints)
You cannot actively control your defense during an attack; your pre-planned strategy is pitted against the live attacker’s tactics. This asynchronous design means you might log in to find your base has been attacked, with the option to “retaliate” against the perpetrator.
The Meta-Progression Loop is where the free-to-play model manifests most strongly:
1. Munitions: Earned from successful attacks, used to build and upgrade base structures and recruit troops.
2. Experience & Leveling: Gained from battles, unlocking new units and increasing your build limit.
3. The Card System: The cornerstone of customization and monetization.
* Perk Cards: Earned from battles or card packs, these can be equipped to units to boost stats like health, accuracy, or reduce deployment cost. Three identical cards can be combined into a more powerful version.
* Valor Points: Used to rank up units, granting them additional perk slots.
* Support Cards: As mentioned, for use in battle.
4. Gold: The premium currency purchasable with real money. It was primarily used for:
* Cosmetic customizations (army logos, troop uniforms, base decorations like gnomes).
* Purchasing specific unit unlocks faster than the munitions grind allowed.
* Buying card packs and boosters (e.g., XP or munitions boosts).
Critics were divided on the implementation. Some, like Attack of the Fanboy, found the model “fair,” praising the depth of troop customization and the fact that vital gameplay items could be earned through play. Others, like Destructoid, hit a “progress wall” around level 16, where the grind became excruciatingly slow, heavily incentivizing monetary investment to avoid “dampening the enjoyment by grinding for hours” (PlayStation Lifestyle).
A critical flaw noted by many was the homogenization of base design. The most effective strategy was almost always to create a bottleneck funneling attackers into a kill zone covered by turrets. This led to a repetitive sameness across thousands of player bases, undermining the potential for creative expression. The CPU Defense mode—a wave-based survival challenge—provided a welcome diversion but did little to alleviate the core repetition.
The UI was functional but often criticized for slow loading times and a sometimes confusing interface. The lack of direct troop control made the gameplay feel passive for some, a stark contrast to more involved RTS titles.
World-Building, Art & Sound: A Cartoonish Battlefield
Guns Up!’s world is minimalist. There is one core biome: a green, wooded area with dirt paths, rocks, and trees. This singular setting, while visually crisp, became a major point of criticism for its lack of variety. The game’s atmosphere is not one of epic war but of a contained, almost toy-like conflict.
The art direction, led by Forest Telford, is a highlight. The game employs a bright, colorful, and exaggerated cartoon style. Units are charmingly simplistic, with their comical animations and expressive, albeit minimal, designs. Explosions and special effects are visually satisfying and clear, ensuring readability during the chaotic battles. This aesthetic successfully distanced the game from the more realistic military sims and gave it a unique identity, making its violent themes more palatable and accessible.
The sound design, handled by Olof Gustafsson, is serviceable but sparse. The cacophony of battle—the rattle of machine guns, the blast of grenades, the whistle of missiles—is well executed. However, the game lacks a memorable soundtrack or significant atmospheric audio, which contributed to the feeling of repetition during long play sessions. The sound of combat was the game’s primary audio landscape, and it was not enough to sustain interest indefinitely.
Reception & Legacy: A Mixed Bag and an Untimely End
Upon release, Guns Up! received a mixed to average critical reception. Its Metacritic score settled at a 54/100 based on 13 reviews. The critical divide was stark:
- Praise focused on its addictive core loop, accessibility for strategy newcomers, fair (if present) monetization for a free game, and charming visuals. Publications like PlayStation Lifestyle (75/100) and Attack of the Fanboy (70/100) highlighted its potential for short, engaging play sessions.
- Criticism centered on its repetitive gameplay, lack of strategic depth, homogenized base building, slow progression wall, and technical issues like long load times. Destructoid’s infamous 2.5/10 review called it “repetitive, tedious, digital Ambien.” Official PlayStation Magazine UK (40/100) dismissed it as “a mobile freemium game in poor disguise.”
Commercially, it found a niche audience. Its free-to-play nature ensured a baseline player count, and it maintained a small but dedicated community for years. Its legacy, however, is defined by its demise. In October 2022, Sony announced the shutdown of the game’s online servers for April 2023. Following player feedback, this was delayed to December 14, 2023. As the game was entirely dependent on these servers, it is now completely unplayable on PS4 and PC—a digital ghost.
This fate cements Guns Up! as a cautionary tale. It represents an era where major publishers rushed to embrace the free-to-play model on consoles without a long-term commitment to sustaining these live-service worlds. Its influence on the industry is negligible; it did not spawn a new genre or inspire notable successors. However, it stands as a clear example of the inherent fragility of always-online games and the profound difference between owning a game and renting access to a service. The mobile version, developed and published by NHN Entertainment, survives, but the core console experience is lost to history.
Conclusion: A Footnote with a Lesson
Guns Up! is a fascinating paradox. It is a game built with evident craft and a charming aesthetic, yet it is shackled by a derivative design and a monetization model that ultimately undermined its longevity. For a few dozen hours, it could provide a genuinely “devilishly addictive” strategic fix for players willing to embrace its grind. Its troop customization and base-building offered a surprising amount of depth for a free title.
However, its failure to innovate beyond its mobile inspirations, its repetitive core loop, and its eventual extinction due to server shutdown mark it as a product of its time—a well-executed but ultimately disposable experiment in console free-to-play. Its final verdict is not just a score, but a historical lesson: a game that does not grant players ownership of their experience lives and dies by the corporate whims of its publisher. Guns Up! was a soldier in a war it couldn’t win, and now it exists only in memory, a brief, colorful, and ultimately tragic blip in the vast history of video games.
Final Score: 6/10 – A flawed but occasionally compelling strategy experience, ultimately marred by repetition and an expired service.