Weapon of Fate’s AI balancing is far more important than scads of unlockables, however. Too difficult, and Weapons of Fate would be frustrating, too easy, and the game would be disappointingly short. As it stands, the AI walks this line well. These henchmen aren’t geniuses, but there is a good level of challenge to be had. Enemies limp when shot and return to cover, zealots force a close quarter battle if not dispatched quickly, and enemy aim is accurate - especially at later difficulties.

As entertaining a game as this is, there is a lack of available weapons. While this may seem minor, two guns (four if you include the temporary usage of the turret gun and sniper rifle) is an astoundingly low number for a shooter. On top of that, the player doesn’t receive the second weapon until act 7. Until that point, players are limited strictly to a glock. Why no shotguns or desert eagles? More to the point, why do enemies have grenades but not the player?

Wanted: Weapons of Fate is an enjoyable shooter, and ultimately much better than I initially expected it to be. The addition of some more difficult bosses, increased weapon selection, and a few retooled visuals wouldn’t have hurt, but it’s better than the average movie tie-in, and an entertaining 10 hour investment. The ending is particularly forgettable and The Immortal may be a pushover, but with addictive gunplay, an amazing amount of unlockables, and style to spare, Weapons of Fate is great for a weekend rental. While not the most memorable shooter, there is fun to be had here. Weapons of Fate doesn’t match the hyper-kinetic intensity of its celluloid counterpart, but it is a close second.