The year is 2061 and a fully automated energy system known as BAC has gone rogue, mankind teeters on the brink of extinction unless one hero pilot, (that’s you by the way), can manoeuvre their STORK fighter, equipped with the newly developed Rolling Gun, deep into enemy territory to face off against a sentient robotic terror and save the world. No pressure.
When we think of bullet hell shmups we perhaps don’t immediately think of accessibility or even a warm welcome; it’s a genre often defined by its difficulty or somewhat obtuse systems of scoring and combat which can initially act as barriers to those curious to have a punt. Enter Rolling Gunner. Set across six stages of ferocious combat, it’s an immediately addicting and highly accessible shooter which comes with both a casual and novice mode sat alongside its more traditionally fiendish Original and Expert difficulty settings. Developer Mebius has also seen fit to pack in a training mode, a tutorial that launches every time you start a game and the ability to save replays of your runs, Rolling Gunner really affords newcomers and experts alike every opportunity to get acquainted with its systems and post the highest scores possible to its leaderboards.
And what systems they are. Rolling Gunner’s various gameplay elements combine beautifully to pull you right into that addictive, zen-like bullet hell flow in short order. Your fighter, equipped with the titular rolling gun, can fire in two directions simultaneously by tapping the Y button; this ensures maximum agility and 360-degree fire coverage, perfect for dealing with nimble little enemies and manoeuvring through the almost constant hail of bullets. Holding the Y button sees your rolling gun’s fire lock to whatever angle it’s currently at, concentrating your fire for max damage against large foes or swarms of smaller craft that you need to eradicate quickly. Finally, holding down ZL will release one of your stock of bombs which will destroy every enemy bullet currently onscreen; a get-out-of-jail card when you’re absolutely outmanoeuvred.
The game then adds another layer to this. Every enemy you destroy spits out medals as you deal damage and the closer you are as they spill out the more you’ll collect; this adds to your energy score in the bottom left-hand corner of the screen and once that sucker hits 1000 you can jam the ZL button for a power-up to your main guns. This will begin to drain your energy but at the same time build a red “limit gauge” which, once over 10 percent, can be activated to boost the damage from your rolling gun. Congratulations, you are now at maximum badass.
As you move through each of these three stages of power-up from normal fire and damage to increased main guns to boosted rolling gun, the medals spilling from enemies increase in size from small to large, escalating in score value as they go, and all the while you need to remember that getting up close to enemies will ensure you grab more medals. It’s a perfect risk/reward situation that’s easy to get your head around and immediately imbues Rolling Gunner with that all-important “just one more go” factor.
Adding a final layer of choice to proceedings are the three different variants of STORK fighter ship you can choose from. The RF-42RX is an all-rounder with average damage output and manoeuvrability, the RF-42RS Super STORK has a narrower attack range but is much more agile, while the RF-42RA has the widest attacking range but is slowest when it comes to traversing the battlefield. Put all these systems and layers together and you've got a highly addictive horizontal scrolling shooter that challenges you to make quick decisions as to when and where you deploy your arsenal of weapons and power-ups in order to maximise damage output and push those high scores. It's extremely satisfying, moreish stuff. Starting off in the novice mode and slowly working your way up the difficulty ladder as you learn the stages inside out, get to know boss attack patterns and become comfortable with your choice of spacecraft type, it doesn't take too long before you'll find yourself sticking your nose into the original or extreme difficulty level, even if it does immediately get shot off your face the first few times.
Complimenting the tight gameplay are super bright and chunky graphics – some of the nicest we’ve seen across all the shmups currently available on Switch – and there's no denying this game really does look beautiful in docked and handheld mode, a pulsating neon barrage of enemy fire being blasted in your direction. It's all set to a cracking soundtrack by COSIO, with the six levels on offer bookended by some gorgeous little cutscenes and featuring some really well-designed end-of-level bad guys that, especially on harder difficulties, will absolutely test your mettle.
You'll also no doubt notice as you play Rolling Gunner that there's what seems like some slowdown as a huge screen-filling explosion occurs as you defeat an end-of-level boss. This also happens as bosses and other large enemies begin to fire insane amounts of bullets at you, but fret not, this isn't your Switch's framerate tanking, it's an effect that's been intentionally programmed into the game; one that PC players can choose to switch off. It's unfortunate that this version of the game doesn't provide players with the option to choose whether or not to engage this little design wrinkle, but it's something that's easily overlooked in the face of everything this game gets so right.
Conclusion
Directed by ex-Cave dev Daisuke Koizumi, who worked on Deathsmiles 2 and Dondonpachi, amongst other great entries in the genre, Rolling Gunner has pedigree, and it shows; this is one of the most addictive, accessible and downright fun shmups currently available on Nintendo’s system. It plays beautifully, looks amazing and is overall one of the most engaging side-scrolling shmups released in recent memory. Kudos to Mebius for creating an entry in the genre that does so much to welcome newcomers into the fold whilst at the same time offering a blisteringly difficult challenge with plenty of hidden depth to hardened warriors looking for their next shooter addiction.
Comments 29
Wow, stunned. The trailer posted here (last week?) looked a bit choppy. Always happy to see a NEW widescreen SHMUP on the Switch.
Sounds like a bullet hell game I might actually want to try. I tend to hate those kinds of shmups though...
Don’t like the looks of it though... not my shmup I’m afraid, even though it got a nice nine.
This looks awesome
I usually love shoot-em-ups but these "bullet hell" kind of games are the one exception. I think it is worth mentioning how these games are ridiculously hardcore for the extremely hardcore audience. The vast majority of people will be turned off by this, this critic must be one of the few who really loves this type of game.
Great, only the game icon is not really screaming "I am a brilliant 9 out of 10". Feels more like "I am cheap shovelware 2 out of 10"
Guys who don't like bullet hell games. This is way more accessible. Go and watch vids on YouTube.
@kobashi100 Honestly bullet hell is it's own category. People who are into classic shoot-em-ups don't exactly care for them for a good reason because they are very different. It's like if you love this type of thing that is great, you are totally the type of person this is aimed at. I just wouldn't go around trying to convince people that aren't into it that they should try getting into it. It is one of those things where you either love it or you don't.
@JayJ dude i am not trying to convince people to get into bullet hell games. I am not a big fan myself. Just putting across that this game is nowhere near the level of other bullet hell games. It's totally accessible for people who like shoot-em-ups.
@kobashi100 Well accessibility is a good thing to take note of. If someone is curious about this genre this must be a rather good entry point. That said any game in this genre is naturally aimed at a hardcore fanbase.
I'll keep this game in mind. It looks like the bullet hell part of it is scalable as I'm usually more into R-Type type speeds, and only Ikaruga to this day has been the only bullet hell I've truly enjoyed.
Leave me alone NintendoLife! I don't have any money left! I had dismissed this one after watching the trailer and then you give it a 9! Do I really need 400 shmups on one system? Yes, I think I probably do.
This sounds like an amazing game. I'm looking forward to trying it. I've always liked shoot em ups, and sometimes enjoyed bullet hell games. But now I'm not sure what is what. I guess Ikaruga is bullet hell? I always thought of it as a shoot em up. Difficulty can't be the only only determinate? Because Life Force is difficult, but can't be a bull he'll game, correct?
I do like easier games. I've always thought Parodius was easy, but maybe I was putting it on easy in the options menu. I had a burned Hong Kong disc of Sexy Parodius way back when and thought it was super fun. I've also had the PSP collections but unfortunately don't anymore. I just wish they'd put Star Parodier, Parodius collection, Mr Heli, Cotton, Battle Garegga (although it would be hard to see bullets in handheld mode), etc on Switch!
Yes!
Brilliant review of a brilliant game.
Deserves all the praise it’s getting, a modern STG classic.
Don’t like the aesthetic, pass for me.
I'm sick of all these bullet hell shmups. Where are the good shmups without tons of flying shi* on the screen at once?
I already have too many games. Maybe when this goes on sale. Looks like my kinda game tho.
I bought this when it was released in Japan. It feels very much like a horizontal Dodonpachi which is a very good thing.
Only issue for me is the occasional framerate drop. It happens mainly during cutscene transitions but occasionally during some levels too. Hope an update fixes this.
@Aneira Try Infinos Gaiden on Steam. It has Technosoft DNA running through it.
Hyakutaro Tsukumo of Thunder Force fame has created one of the best soundtracks for decades.
Would love to see this ported to Switch.
I downloaded this from the JP eShop a few weeks ago, and yes, it's truely great.
@60frames-please Bullet hell games are a type of shump. What distinguishes them from other shmups is that they have a much higher density of bullets on the screen than other shumps, often in complex patterns. A lot of the enjoyment in them is in spotting the patterns and quickly plotting a route through the bullets.
I love bullet hell games, but at the same time I don't have the reaction times necessary to play them well. A lot of more recent ones, and even ports of arcade bullet hell games, have optional easy difficulty settings which allow me to enjoy them in spite of my slow reaction times. From the review it sounds like I could enjoy this one. If you're curious, watch some gameplay videos on youtube. Don't be scared off by the gameplay videos though. Most of them show experts playing on the hard difficulty level, so it might look impossible, but it'll probably be much more manageable on the easy setting.
@X68000 That game looks cool. Why isn’t it coming to Switch? They’d probably double their money too.
@bilboa Cool, all of that makes sense. I guess the main thing that tripped me up is I've never thought of Ikaruga as bull hell, but now I see it fits that family of shmup. I definitely prefer easier shmups. I love the Skyforce games. I pretty much always want an easy mode. I can always try a harder level setting later after I've enjoyed the game.
Oh shiiiiiii, Daisuke Koizumi! Bought.
Rolling Gunner does not deserve a 9. There are no leaderboards and no incentives for high scores. I could care less if it's directed by ex Cave designers.
@bluedogrulez No online leaderboards.
I know this isn't the main point of these games - but I like my shmups to look good. This does not – those cut scenes are double-bagger fugly.
And another to my collection:)
@gearhound Playing for score is so fun in this game. I'd love to have an online leaderboard but you can upload your scores to the forum http://shmups.system11.org/. We have some friendly competition around there
(not just this shmup, all of them ^^)
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