If you haven’t yet, you should read my History Lessons post about the original Call of Juarez first. Other History Lessons posts (including my Introduction) can be found here. Lastly, and as always, you may click on images to view larger versions.

Back when I wrote my History Lessons post about the original Call of Juarez, it was already a bit of a stretch; the game was only seven years old at the time. But that game was fascinating in how it straddled different eras of first-person shooter design, so I found myself interested in its historical context as much as anything else.

I did not originally intend for my post about the prequel, Call of Juarez: Bound in Blood, to be another History Lessons post, even though I took so long to get around to it that the prequel, itself, is now seven years old. As I played it, however, I realized it’s a perfect illustration of all the design tenets that have become commonplace in first-person shooters since the original game, making it an excellent counterpoint. In short, I was once again interested in its historical context, so here we are.

Before I continue, I should restate that this piece will be making numerous comparisons to the original Call of Juarez, so you really should read my History Lessons post on that game first.

Finished? Read on.