What Other Games Can Learn From the Bullet Hell Genre
When you hear “bullet hell” what do you think of? It’s not a new term, but it’s gained increasing prominence in the mainstream games discussion over the last decade, and is often associated with any game with overwhelming numbers of enemy projectiles. While these barrages of bullets are what immediately capture attention, the genre is better defined by the way that it forces players to react to space. Taking elements from it can create new, novel approaches to the way we play in already established genres. Like roguelikes, the bullet hell genre has also seen a small number of games do just that, growing a small niche into something more visible and influential. It’s also muddied definitions of what exactly the genre is, and the elements that make it unique.
In the strictest sense, “bullet hell” is a sub-genre of scrolling shooters, often but not strictly vertically oriented, that focus on intricate patterns of enemy projectiles, often building to encounters where most of the available play space is blanketed in bullets. To make this feasible, the player is usually provided a tiny hitbox, highly visible bullets and mechanics useful for managing enemy fire. This can be a bomb that clears the entire screen of bullets, absorption abilities or attacks that can cancel certain types of bullets to create openings. Attacks that aim directly are also generally limited, since they can create situations in which the player can’t avoid being hit.
In a way, bullet hell is about seeing what’s not there. The aim isn’t dodging individual bullets, but recognizing the patterns and navigating through openings in them.
The focus on spatial and pattern recognition makes it a natural fit for other action games. The obvious first candidates are other shooters, particularly twin-stick arena shooters. While it might seem to be a simple transplant, twin-stick shooters employ a more confined playing field, compared to the wide and narrow spaces of scrolling shooters. The corridor-like space of bullet hell games means that attacks often only move in one direction—if an enemy or bullet is behind you, generally you’re safe from it. Twin-stick shooters, by contrast, rely on attacks that surround a player from all sides.
Combining those multi-directional attacks with the overwhelming firepower of bullet hell might initially seem like a recipe for frustration, but smart games can use the more open spaces to their advantage. Witch Beam’s Assault Android Cactus, for instance, uses a dynamically changing environment to alter the play space and force you to hold certain areas.
Talking to Sanatana Mishra from Witch Beam, he specifically cited games by the developer Treasure, such as Radiant Silvergun, Gunstar Heroes and Ikaruga as inspiration for the way they used bullet hell elements. “Treasure never really went all in on concepts like bullet hell in their games, but they always found a way to use those elements to enhance their own ideas,” Mishra told me over email. “I think you can see that in Cactus where we mix the freedom of movement and aiming that twin sticks provide with a sort of organic bullet hell created by our enemies using complex attacks.”
Witch Beam also made efforts to mitigate chaos in order to make sure the screen was readable at a glance. What’s interesting is that sometimes this means using more bullets, not less. “We realized early on that people are incredible pattern recognition machines but not so great at reacting quickly to chaotic threats, so we designed all our enemies to use large but easily identifiable threat patterns since it’s easier to dodge 100 bullets that all appear connected in some way than dodge 30 bullets that appear to be moving independently.”
Of course, bringing those patterns to a new genre also requires some tweaking. In a feature on Rock, Paper, Shotgun, Dave Crooks, lead designer on Enter the Gungeon, a twin-stick roguelike, explained that integrating these patterns required more than transplanting the intricate patterns of the genre:
“They (the bullets) don’t just have to know where they are and should be going, they need to know where the player is in the room, where the other bullets are, and to be able to have complex movement that’s not just based on speed and acceleration, but also game rules.”
Because of these “smart bullets” Enter the Gungeon was also free to aim more attacks directly at the player, since there’s a larger area to move around within, and attacks avoid combining in overwhelming ways. Most importantly, Gungeon focuses more on expressive bullet patterns than pixel perfect movement. Key to this is the dodge roll, which gives you a short window of invincibility, letting you dodge through bullets and into open spaces. So attacks can still come from all angles, but you’ll never have to be in a single particular space to avoid damage.
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