Silver Bullet’s aesthetic is dark, cartoony, and full of Halloween charm. But beneath its playful premise of a pint-sized Van Helsing rescuing puppies from the forces of darkness lies a razor-blade-stuffed apple - an arcade game with a wicked edge.
Mashing genres into something unique, its crosshair shooting setup is reminiscent of Cabal or Wild Guns, but eradicates ambiguous pseudo-3D trajectories by flattening everything onto a pure 2D plane. You trace your crosshair about the screen to gun down ghouls and dash to avoid bullets, while giant bosses - everything from fiery skeletons to undead dinosaurs - rain down fun and fearsome bullet hell-style patterns that are both inventive and thrilling to work through.
Helsing has a regularly refilled super attack that can be aimed and fired in a straight line, bleeding point icons as it wipes out enemies, and a close-encounters button-tap parry for expert use. His dash manoeuvre can also destroy enemies and certain obstacles, essential for tidying cluttered screens.
The goal is simple: don’t die and make your super shots count. Fine-tuned for scoring, each stage is plumbed with tricks to propel you up the leaderboards, with an accuracy meter that rises when hitting an object, multiplying your points, and falling when firing on dead air. A death, however, cuts this right down. Coins can be teased from each stage to be spent in a shop, doubling your super usage and improving accuracy, amongst other effects, implemented to incrementally improve your chances.
There are six stages and six interim, viciously creative bonus games that are frankly very tough to crack, borrowing ideas from Namco’s Point Blank and Capcom’s Pang, amongst others. There’s a challenging score attack mode and a novel Tetris shooting-hybrid called Terror Blocks to unlock, with a unique scoring system all its own.
If you don’t care about points, continues are freely available to get you through the game. At only 35 minutes in length, however, Silver Bullet shines brightest when you attempt a one-credit clear, and it's meticulously engineered around this. Extra lives appear at certain waypoints, and pocketing coins to rapidly empty the shop is a smart approach. Challenging though it is, the reward for success is all the more elating. This is owed largely to a clever arrangement that, once understood, keeps drawing you back for another go.
Yet, there are a few frustrations. It's occasionally difficult to discern which objects you can safely dash through, and positioning with walk or dash isn't entirely foolproof. Silver Bullet’s most prominent foible, though, is its control dilemma. Designed around a twin-stick setup - one for Helsing’s movement and the other for crosshair positioning - it's awkward to have button work restricted to the shoulders and triggers. Switching to traditional controls is far more comfortable, but then you can’t move the crosshair independently unless you’re firing at the same time. This negatively impacts your accuracy and, in turn, your scoring.
It’s not a colossal problem, and casual gamers will have a great time with its cleverly devised stages, but those aiming to play as intended face a tough choice: master the twin-stick controls or accept reduced scoring potential in favour of a more intuitive experience. It's a thorny choice, but regardless of how you choose to play, Silver Bullet is a bewitchingly fun little Halloween title that will have arcade enthusiasts howling at the moon.





Comments 14
Thanks for the review, will eventually give this a try for sure then (not particularly interested in points and climbing leaderboards myself, but it's cool that they're present for those who are along with free continues for those who might need them, potentially me included) - hope others going for it will enjoy it, too!
I love these kinds of games, but I would be lying if I said I've ever been good enough to rank. Regardless, the camp-horror aesthetic is plenty of motivation for me to give this a go. 😎
I've tried for reviewing it myself and not being any good at gallery shooters or shooters in general I must say it has been a blast and I've been able to clear it with the maximum of 3 credits that it allows.
Really varied, and once you get used to the controls it has the one-more-go factor that is as enticing as any arcade game from the era it evokes.
I really really liked it.
man i love a Halloween themed game
@Moroboshi876 I don't understand, so are there 3 “continues” or an infinite number?
@ShingoTamaiX It's three, I don't know if there is a way to unlock infinite, but I for sure haven't found it.
@ShingoTamaiX
Sorry, these word count restrictions on mini reviews often lead to overlooked details in editing. Knowing me I probably accidentally clipped that element of the sentence!
There are three, yes, but the game would prefer you use none, as it's very much a score-based challenge and all of its mechanics are carefully engineered to make that the fun factor. You can buy an extra life and also grab more in-game.
@Moroboshi876
I think it's really good too, and I'm shooting for the 1CC myself (no mean feat). If not for that one discrepancy over the controls/scoring it probably would have scored an 8, but after extended play and realising that it's ultimately a true arcade game that wants you to play for score, it then became a nagging problem of switching back and forth between trying to learn twin sticks and returning to traditional controls.
Ultimately, I now stick with traditional and do my best to keep accuracy on the rise, it's just always in the back of my mind that the twin stick is the optimal way to play, even if its much less intuitive. I'd be interested to know which control method you've gone for?
Mini reviews often mean detail can't be expanded upon too much, but I was wracking my brains trying to figure out if a solution was possible, and the most simple way I could think to solve it is to remove the accuracy meter for an alternative scoring mechanic. But the way accuracy works in score boosting and upping all the delicious treats is so rewarding and fun, it would be a shame to lose it.
Regardless, it's a fun, taut little arcade game with some very unique and clever ideas.
@Tom-Massey I agree, it's a little cumbersome, and I can't help thinking that the developers made the game with the twin stick controls in mind, but I went for traditional after realizing that my scores (and my survival chances) were higher this way. Made me feel a little like the small dog of the meme, but had a lot of fun.
I have to admit that didn't even try the custom controls.
I did a wee review of this game myself. I love both the dev and the publisher behind this one.
https://youtu.be/FmzUxScyhBc
@Tom-Massey It feels like maybe you missed the fact that the accuracy meter is more lenient when using the arcade stick controls compared to twin-stick? (It says this in the How to Play section; initially I assumed it meant that you didn't need to aim as precisely to hit your target with the arcade stick controls, but it seems to actually be referring to leniency in terms of the accuracy meter falling when you fire into the air.) Otherwise I'm struggling to understand why you would think that twin stick necessarily has to be optimal...
@ryederek
As far as I understand it the twin stick should be optimal for scoring and it's the default setup on booting the game for the first time. And by optimal I mean you can move Helsing and the crosshair independently without firing. When you have to be firing to also be moving, it means lost accuracy on dead air when you're repositioning the reticle, and when you're positioning it behind enemies for a super shot so you don't accidentally wipe them out before firing it. Granted, if you play well you can keep this very clean and keep depressing the fire button at key moments. Indeed, it's kind of fun in its own right to work that way.
I'm not sure if the accuracy meter is more lenient with arcade stick applied (I have used that method quite prominently). Do you mean it falls less steeply when firing on dead air when arcade stick controls are applied than other methods? I'd be surprised if that was the case. I only noted that they recommended the arcade stick as the preferred way to play.
Please keep in mind none of this is a major gripe, I think it's a terrific little game, and the score shouldn't be a explicit guide for people who love hardcore score arcade shooting games. In fact, for those people it's most certainly an 8.
The "Good" recommendation here is more for a wider, casual public gamerbase.
@Moroboshi876
Interesting, so you did manage to become one with the Twin Stick! For me I've gone back to traditional, it's the only way I'm comfortable with it.
@Tom-Massey Sorry, I meant traditional as in one stick! It's way more comfortable for me.
@Tom-Massey Hmmm, I guess being able to move the character and the crosshair at the same time is an advantage for twin stick, although I'm not sure how useful this is since you can't move and shoot at the same time. And I suppose being able to reposition the crosshair without firing can come in handy for setting up the special shot.
But what I observed in terms of leniency was that, with twin stick controls, your accuracy number starts falling right away when firing on dead air, whereas with the arcade stick controls, you seem to have some extra leeway, where your accuracy number won't start dropping until you've fired on dead air for a somewhat more extended period of time. I presume the idea behind this was to avoid unfairly punishing the player for briefly firing "inaccurately," since this will often be necessary when moving the crosshair (since you have to shoot to move it).
I just tested this out again and the difference actually seems less noticeable now than I remember it feeling initially, but I do think there is at least a small difference.
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