For many gamers, the FPS genre has become the center of the “bro culture” craze: Where everything is pumped full of testtostorone, pro military and gun culture backed with a heavy metal soundtrack. For games that try to satirize it, there is a fine line between making fun and being part of it.
Bulletstorm was one of those games that was immediately dismissed as a form of the latter and declared “just another dumb shooter”, however underneath the cursing and dick jokes, there is an above-average shooter.
Gun-Fun:
As I’ve talked about in the last two entries, there are three key areas that to me make up a great FPS: gameplay, gunplay and story. Bulletstorm quickly and completely failed the latter as evident by all the negative reviews of it.
You played as Grey: A former solider turned outlaw who makes the use of his time by cursing, killing and drinking. After finding the ship of the corporal who double crossed him, he crashed both ships on an uninhabited planet and continued his plan for revenge.
The writing in Bulletstorm was juvenile to say the least and has been compared to Duke Nukem Forever. You could have a drinking game for the number of times someone says the word “dick” in a sentence. This was definitely not the game to play with the sound on when children are present.
But where Bulletstorm did get things right was with the gunplay and gameplay. Every weapon of the game had a different feel to them, with attack damage, range and accuracy. Further adding to the utility, every weapon had a super shot that was different for the weapon. These shots required you to buy charges from drop points littered throughout each level with skill-points (more on them in a minute.)
While cover was an important part of Bulletstorm, the developers made one major change to how mobile the player is. You couldn’t jump, but you could slide around environments to avoid damage.
The player could also kick enemies away either while standing or sliding causing them to fly slow-mo style through the air. An electric leash was picked up early on allowing you to pull the enemy towards Grey and once again left them vulnerable.
The feel and variety of the weapons working so well should come to no surprise for people who knew the developers. Bulletstorm was developed by People Can Fly: The studio behind the Serious Sam inspired shooter– Painkiller. But what helped elevate Bulletstorm wasn’t the act of shooting, but how you shoot.
Skill-Shot-Shooting:
Bulletstorm drew comparison to the ultra-violent game: Madworld in how the player was rated on how they kill enemies. Incidentally they both had the same voice actor (Steve Blum) play the main character. Skillshots were conditional ways of killing enemies either through the environment or with specific weapons.
Each time you pulled off a skillshot, you were awarded skill-points that were used for resupplying ammo, charge shots and upgrading weapons. Skill shots could also be combined to some extent: such as sliding into an enemy while shooting them in the right way.
Another area where people took offense to Bulletstorm was the name of the skill shots, as they also were more juvenile then creative and not helping the game’s image.
The mechanic of challenging the player to kill creatively was a good one both in Madworld and Bulletstorm, but it didn’t come without problems.
The skillshots were too conditional, requiring the planets to align for the player to have any chance at getting some of the harder ones. I feel that the developers didn’t take this system far enough and allow for more options to combine them or different weapons for more bonuses. This also made the game very repetitive and it lacked the epic situations of Painkiller’s massive boss fights.
I think it’s interesting to compare Bulletstorm to Madworld in how both games had over-the-top dialogue, but Madworld is looked at more favorable. We talked about this on a recent podcast and we felt that the reason was that the juvenile writing was not from the main character, but the world around them. As the main character, you could be a bad-ass while Greg Proops and John DiMaggio commented on the craziness.
One final comparison is how there is a difference between graphics and style in game design. If we put Bulletstorm next to the original Bioshock, Bulletstorm obviously looks better thanks to the more powerful engine. But the game lacked any kind of visual style and looked generic. While Bioshock had a strong visual style and stood out from other games.
If you looked at the screenshots I posted here without any knowledge of Bulletstorm, would you know what game they were from?
If Bioshock was the quiet art student in college, Bulletstorm would be the loud- mouth jock with a heart of gold. Not everyone can look past the writing, but if you can there is a competent shooter there.
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