Ahh, the NRA. A wonderful organization based in the United States that helps gun manufacturers with guns and trying to advocate gun safety… while blaming things like Mortal Kombat and American Psycho (?!) for causing violent shootings instead of guns themselves. Color me surprised when I found out they made a video game. Well, rather, they gave endorsement for a video game.
This is NRA Gun Club. A first-person shooter published by Crave (RIP) and developed by our good friends at Jarhead Games. I’ve covered Jarhead’s stuff in the past, with such thrilling hits as CTU Marine Sharpshooter. (I wrote about that before, check it out here.) As far as I know, this game would be their swan song, not living long enough to make it to the 360 generation. This would also be the sole game they made on the PlayStation 2, and it shows.
After being introduced to the bland title screen, I am asked to make a profile name. Since this is based on the NRA, I’d thought it’d be nice to name my profile after Wayne LaPierre, the NRA president and mirror-universe-Stephen-King.
The only mode with any sort of progression is Certification Mode. Here, there are four courses, each one unlocked after completing the previous one, with certain requirements needed to pass. There’s Plinking, Bullseye, Trap/Skeet and “Practical Shooting.” I’ll get into each one the best that I can.
The “Plinking” challenge involves rapid-fire scoring for points. It’s damn simple: Choose a weapon, shoot at targets, score points, repeat until time runs out. Most targets give 5 points, but some such as the cans give 10. Each of these are done in “Strings,” where the board is reset each time, and then the final score is averaged out of the best runs. If the average meets the minimum number, it’s considered a passing grade.
Once you qualify in each of the pistol, long-range rifle, and shotgun challenges, you do the “Multi” course which makes you go through all three. Qualify that and you’re certified in the Plinking challenge.