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Enter the Gungeon

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Bullet hell ( 弾幕 , danmaku , literally "barrage" or "bullet curtain") , also known as manic shooter , is a subgenre of shoot 'em up video games featuring large amounts of projectiles the player character is required to dodge. Introduced in 1993 with Batsugun and initially limited to vertically scrolling shooters , bullet hell elements were later added to numerous other genres. Pure bullet hell games remain a niche genre due to their high level of difficulty, akin to masocore games.

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59-480: Enter the Gungeon is a 2016 bullet hell roguelike game developed by Dodge Roll and published by Devolver Digital . Set in the firearms-themed Gungeon, gameplay follows several player characters called Gungeoneers as they traverse procedurally generated rooms to find a gun that can "kill the past". The Gungeoneers fight against bullet-shaped enemies, which are fought using both conventional and exotic weapons. Enter

118-460: A fighting game -style combo system that forced the player to defeat enemies quickly or lose score. Around this time, the Touhou Project , the most prolific fan-made shooter series as recognized by Guinness World Records , was also conceived. Largely the work of a single doujin soft developer, ZUN , he had begun developing the games to showcase his musical compositions . The second game in

177-484: A hardcore mode that features this mechanic, rather than making it part of the core game. Permadeath contrasts with games that allow the player to continue in some manner, such as their character respawning at a checkpoint on "death", resurrection of their character by a magic item or spell, or being able to load and restore a saved game state to avoid the death situation. The mechanic is frequently associated with both tabletop and computer-based role-playing games , and

236-499: A "dodge roll" that allows them to be temporarily incapable of losing health . The player also has a limited number of "Blanks" which can be used to delete all enemy projectiles in a room and push enemies away. Combat is heavily reliant upon memorizing patterns of enemy behavior, and using both cover and dodge rolls to avoid bullets. The Gungeon is made up of five different floors, each having roughly twenty rooms inside. The layout and rewards of each level are procedurally generated from

295-511: A dead character, the penalty is relatively minor compared to being forced to create a new character. Therefore, the primary change permadeath creates is to make a player's decisions more significant; without it there is less incentive for the player to consider in-game actions seriously. Those seeking to risk permanent death feel that the more severe consequences heighten the sense of involvement and achievement derived from their characters. The increased risk renders acts of heroism and bravery within

354-479: A factor in party -based tactical role-playing games like the games from the Fire Emblem Series. In these games, the player generally manages a roster of characters and controls their actions in turn-based battles while building their attributes, skills, and specializations over time. If these characters fall in combat, the character is considered dead for the remainder of the game. It is possible to return to

413-561: A final free patch, "A Farewell to Arms", in April 2019 to fix lingering bugs and provide one last set of content updates. Versions for cloud-streaming services Google Stadia and Amazon Luna were released in December 2020 and in September 2021, respectively. According to the review aggregator website Metacritic , Enter The Gungeon received "generally favorable reviews" Critics frequently compared

472-432: A more realistic world, but a majority of players preferred not to risk permadeath for their characters. As a result, while they occasionally announce games that feature permadeath, most either remove or never ship with it so as to increase the game's mass appeal. Proponents of permadeath claim the risk gives additional significance to their in-game actions. While games without it often impose an in-game penalty for restoring

531-500: A new character. These games typically have rules to stave off this permadeath, such as through resurrection spells, since this would allow players to remain committed to their character. Although permadeath mechanic is primarily used for role-playing and rogue-like video games, both platform games made in Flash , You Only Live Once (2009) and One Chance (2010), has together been frequently cited in video game literature as an example of

590-424: A number of pre-created rooms, and are inhabited by bullet-shaped enemies called Gundead. To defeat Gundead, the player must use a wide variety of guns and items; they can be obtained by unlocking chests with keys or through shops and boss fights . As players slay enemies, they obtain in-game currencies (Contextualized in the form of bullet casings) and keys; the former can be spent at shops in exchange for guns, and

649-590: A playthrough and must start again at the first floor. As the player progresses through multiple playthroughs , they may encounter non-player characters (NPCs) inside the Gungeon. Once encountered, NPCs either set up shop inside the Gungeon, or travel to the Breach, a hub world . At the Breach, the player can unlock new items that randomly generate inside the Gungeon, or can talk with NPCs to accept services and quests . Both actions involve spending an in-game currency acquired from defeating bosses, with unlocked guns increasing

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708-468: A previous save game state in these games before the death of the character, but require the player to invest more time in order to repeat the battle and continue, risking the loss of the same or other characters. Square 's 1986 fantasy shoot 'em up game King's Knight featured four characters, each of which had to clear their own level before rejoining the others. If one of them died, they were lost permanently. Permadeath in multiplayer video games

767-464: A respected place in gaming culture. In the modern day, more bullet hell titles have been released on mobile platforms than ever before. While it is still a heavily Japan-centric genre, there have been some Western-developed exceptions, such as Jamestown: Legend of the Lost Colony . Some games began incorporating bullet hell elements despite being different genres, muddying definitions of what exactly

826-567: A short period but later eliminated that functionality after other players targeted them. Even World of Warcraft has a following of players who call it the "Hardcore Challenge". Players who join this challenge use an addon in their game to track their combat. If their character ever dies, the rule is they must delete their character. Proponents attribute a number of reasons why others oppose permadeath. Some attribute tainted perceptions to poor early implementations. They also believe that confusion exists between " player killing " and permadeath, when

885-470: A similar mechanic of Ikaruga that enabled a player to easily dodge numerous bullets simultaneously, and took the ideas used in the Dark Souls series to have the character dodge out of the way from attacks. The team loved this mechanic and decided to name their studio after it. Similarly, they included usable environmental features such as flipping tables or bringing chandeliers down onto enemies to encourage

944-444: A simulation of entering coins to continue playing. As home computers and game consoles became more popular, games evolved to have less abstract protagonists, giving the death of a character more impact. When developers added the ability to replay a failed level, games become more complex to compensate, and stronger narratives were added, which focused on progressing characters through a linear story without repeated restarts. Inspired by

1003-432: A third major update, the team decided by November 2018 to cancel it so to focus their efforts on a new game. The developers stated that the amount of time they had to put into get "Advanced Gungeons & Draguns" brought the total time they had been working on the game to five years. Each new gun they added had to be tested against other effects already in the game, which also wore out the development team. Dodge Roll released

1062-586: A year later on April 5, 2017. A version for the Nintendo Switch was released in North America and Europe on December 14 and 18, 2017 respectively. A second major update, "Advanced Gungeons & Draguns", was released on July 19, 2018, for all platforms, which among additional weapons and enemies, was aimed to provide means to play the game that are friendlier to inexperienced players, but still offer more challenge for others. While Dodge Roll had been working on

1121-421: Is a game mechanic in both tabletop games and video games in which player characters who lose all of their health are considered dead and cannot be used anymore. Depending on the situation, this could require the player to create a new character to continue, or completely restart the game potentially losing nearly all progress made. Other terms include persona death and player death . Some video games offer

1180-494: Is an optional mode or feature of higher difficulty levels. Extreme forms may further punish players, such as The Castle Doctrine , which has the option of permanently banning users from servers upon death. Players may prefer to play games with permadeath for the excitement, the desire to test their skill or understanding of the game's mechanics, or out of boredom with standard game design. When their actions have repercussions, they must make more strategic and tactical decisions. At

1239-446: Is considered an essential element of the roguelike genre of video games. The implementation of permadeath can vary depending on the type of game. Permadeath was common in the golden age of arcade video games . Most arcade games (such as Space Invaders and Pac-Man ) feature permanent death as a mechanic by default because they lack the technical ability to save the game state. Early home gaming mimicked this gameplay, including

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1298-455: Is considered cheating. The use of the permadeath mechanic in roguelikes arose from the namesake of the genre, Rogue . The developers initially did not implement save capabilities, requiring players to finish the game in one session. When they added a save feature, they found that players would repeatedly reload a save file to obtain the best results, which was contrary to the game design—they "wanted [realism]"—so they implemented code to delete

1357-539: Is controversial. Due to player desires and the resulting market forces involved, massively multiplayer online role-playing games (such as World of Warcraft ) and other multiplayer-focused RPGs rarely implement it nowadays - despite permadeath being a key component of early virtual worlds such as MUD1 . Generally speaking, there is little support in multiplayer culture for permadeath. Summarizing academic Richard Bartle 's comments on player distaste for permadeath, Engadget characterized fans of MMORPGs as horrified by

1416-435: Is defined by hyper-fast reflex gameplay with a focus on achieving high scores . It has not become an esport due to a lack of human drama, as well as a belief that highly-skilled Japanese players are "gods" of the genre, causing fewer Western players to pick them up. Bullet heaven or reverse bullet hell are terms for games in which, rather than attempting to dodge enemy projectiles, the player's character or vessel generates

1475-471: Is truly permanent, as most allow the player to load a previously saved game and continue from the stored position. The subgenre of roguelike games is an exception, where permadeath is a high-value factor. While players can save their state and continue at a later time, the save file is generally erased or overwritten, preventing players from restarting at that same state. They work around this by backing up save files, but this tactic, called " save scumming ",

1534-473: The NES Zapper and guns similar to those appearing in games such as Mega Man , Metroid , Shadow Warrior , and Serious Sam . The boss character designs were made by a combination of ideas from Crooks and Harty, which were then presented to the gameplay programmer David Rubel to determine appropriate bullet hell patterns associated with that idea. The dodge roll mechanic was inspired by trying to include

1593-414: The dungeon crawls in the first wave of Dungeons & Dragons adventures, early role-playing video games on home computers often lacked much narrative content and had a cavalier attitude toward killing off characters; players were expected to have little emotional connection to their characters, though many allowed players to save their characters' progress. Few single-player RPGs exhibit death that

1652-424: The "default fiction of real life", improved player immersion from more frequent character changes, and reinforcement of high level achievement. Bartle also believes that in the absence of permanent death, game creators must continually create new content for top players, which discourages those not at the top from even bothering to advance. Those players who prefer not to play with permadeath are unwilling to accept

1711-481: The Gungeon features a permadeath system, causing the Gungeoneers to lose all obtained items and start again from the first level upon death. Between playthroughs, players can travel to an area called the Breach, where they can converse with non-player characters and unlock new items randomly encountered while playing. Development on Enter the Gungeon started in 2014, when four Mythic Entertainment employees left

1770-544: The Gungeon has the player attempt to reach the lowest level of the Gungeon, Exit the Gungeon requires the player to escape from the Gungeon as it is collapsing. The game plays similarly to Enter the Gungeon, but is based on a platform game rather than a top-down dungeon crawler. In 2019, the arcade spin-off Enter the Gungeon: House of the Gundead was announced, and was released in 2022. Bullet hell The origin of

1829-505: The Gungeon sold more than 200,000 copies within its first week across all platforms, with Steam Spy suggesting that 75% of these sales were made on Steam . By January 2017, the game had sold more than 800,000 units across all platforms, according to Devolver Digital. Total sales across all platforms exceeded 3 million by January 2020. A sequel, Exit the Gungeon was developed by Dodge Roll and originally released for iOS devices through Apple Arcade on September 19, 2019, Whereas Enter

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1888-581: The Marine, Convict, Hunter, or Pilot (collectively called the "Gungeoneers"), who must reach the bottom of the Gungeon to find a magical gun that can "kill the past". The player can later complete in-game tasks to unlock more characters, which includes the Bullet, Robot, Paradox, and Gunslinger. Although each Gungeoneer starts out with items and weapons that are unique to the character, they can all shoot guns, knock over tables to provide cover, and dodge attacks by performing

1947-542: The best indie games on the Nintendo Switch, while USgamer considered it one of the best roguelike twin-stick shooters. Reviewers praised the variety and creativity of guns and items, but were disappointed by the frequent generation of conventional weapons. Game Informer said that discovering new guns made each playthrough enjoyable, while Eurogamer called the guns "wondrously exotic" Although considering most conventional guns too similar to each other, IGN enjoyed

2006-403: The bullet hell genre is attributed to Toaplan , a now-defunct Japanese video game studio that developed arcade shoot 'em ups. In 1993, the studio released Batsugun , an innovative game that, after the first level, featured increasingly complex and hypnotic bullet patterns. In order to make the game more fair to players, only a small part of the player's ship served as the hitbox , rather than

2065-514: The bullets, typically in the manner of an auto shooter, in order to take out waves of enemies while the player moves. These games often have the player choose power ups from a random selection to improve attack and passive abilities. Such games became popular with the release of Vampire Survivors in 2022, and include games like Brotato , 20 Minutes Till Dawn , and HoloCure – Save the Fans! . Permadeath Permadeath or permanent death

2124-475: The company to form Dodge Roll. Lead designer Dave Crooks gained inspiration for the term "Gungeon" after listening to the soundtrack for the game Gun Godz . Dodge Roll designed and playtested each individual room of the Gungeon's levels, and used procedural generation to assemble them into a random configuration. Many of the guns were inspired by earlier games such as Mega Man and Metroid , while other mechanics were implemented to encourage players to utilize

2183-430: The concept. For games that charge an ongoing fee to play, permadeath may drive players away, creating a financial disincentive to permadeath. Diablo II , Diablo III , Diablo IV , Minecraft , Terraria , and Torchlight II are mainstream exceptions that include support for an optional "hardcore" mode that subjects characters to permadeath. Star Wars Galaxies had permadeath for Jedi characters for

2242-402: The creativity and designs of the guns, while also commentating on the game's difficulty. Dodge Roll developed and released several content updates from 2017 to 2019. A platform game sequel called Exit the Gungeon was released in 2019. Enter the Gungeon is a top-down bullet hell shooter with roguelike elements. The player takes control of one of four player characters at the start,

2301-443: The enemies and bosses frustrating. While previously yearning for easier levels of difficulty, Electronic Gaming Monthly considered it helpful for teaching players how to improve their skills. Likewise, both Rock Paper Shotgun and Nintendo World Report considered their troubles with gameplay to be the result of a lack of skill, and accredited the game for not having its difficulty be based upon an imbalance of mechanics. Enter

2360-409: The entire vessel itself. This remains a tenet of bullet hell shooters, allowing players to navigate through seemingly impossible swarms of bullets. The company collapsed soon after, but former employees started a different studio, Cave , that continued to develop bullet hell games. The 1995 DonPachi added more twists to the formula that continue to be reflected in the genre going forward. It added

2419-478: The game and that felt the moment of tension when the player had to wait for the gun to reload was critical to gameplay. In December 2014, at PlayStation Experience , the game was officially announced and followed by an announcement trailer. Throughout 2015, the game went to multiple conventions, including E3 2015 , where, during the PC Gaming Show , the co-op feature of the game was revealed. On March 2, 2016, it

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2478-435: The game are generated in a procedural manner, but Dodge Roll found it was better to handcraft the individual rooms, playtesting those individually, and then using their random generation to connect these rooms into a dungeon. The designs of the guns took place over the two years of development, with most of the designs by team artist Joe Harty; several of the guns are inspired by other video games and video game systems, including

2537-459: The game to The Binding of Isaac , and Nuclear Throne . Destructoid drew comparisons between the dungeons of Zelda and the difficulty of Nuclear Throne , saying "While it doesn’t totally reinvent the twin-stick shooter , it has all but perfected it." Game Informer recommended the game to fans of both roguelikes and twin-stick shooters, saying it exceeded both The Binding of Isaac and Nuclear Throne. Nintendo Life called it one of

2596-487: The game will not want to spend time playing through them again in the hope of reaching others to which they previously had access. Players may dislike the way that permadeath causes others to be more wary than they would in regular games, reducing the heroic atmosphere that games seek to provide. Ultimately this can reduce play to slow, repetitive, low-risk play, commonly called " grinding ". Most MMORPGs do not allow character creation at an arbitrary experience level , even if

2655-493: The gameworld significant; the player has risked a much larger investment of time. Without permadeath, such actions are "small actions". However, in an online game, permadeath generally means starting over from the beginning, isolating the player of the now-dead character from former comrades. Richard Bartle described advantages of permanent death: restriction of early adopters from permanently held positions of power, content reuse as players repeat early sections, its embodiment of

2714-522: The genre is. RPG /bullet hell hybrids include Knights in the Nightmare (2008), Undertale (2015), Nier: Automata (2017) and Deltarune (2018) which have combat systems featuring bullet dodging. Enter the Gungeon (2016) is a twin-stick shooter roguelike with "smart" bullets. Due to the "die-hard" nature of pure bullet hell fans, such hybrids open the genre to a new audience who might never seek to try one. The competitive bullet hell scene

2773-427: The latter can be used to unlock chests. Obtained guns can range from conventional pistols and rifles , to more exotic firearms such a unicorn horn that fires rainbows or a mailbox that shoots envelopes. Each level ends with a random boss that must be slain to advance to the next floor. Similar to other roguelikes, Enter the Gungeon has a permadeath system; If the player dies, they lose all items and guns obtained on

2832-431: The layouts of levels. Enter the Gungeon was released on April 5, 2016, for Linux , macOS , PlayStation 4 , and Windows 10 , while ports for Xbox One and Nintendo Switch were released in April and December 2017. By June 2020, it had sold over three million copies. The game received positive reviews on release, with critics favorably comparing it to The Binding of Isaac and Nuclear Throne . Reviewers praised

2891-403: The name Enter the Gungeon to his fellow team members, and they created the game's lore over a lunch meeting. They then spent the next few weeks developing prototypes of the game mechanics. Though Crooks stated that The Binding of Isaac was one of the game's biggest influences, they also were influenced by Nuclear Throne , Spelunky , Dark Souls , and Metal Gear Solid . Dungeons in

2950-563: The player has already achieved that level with a now-dead character, providing a powerful disincentive for permadeath. Permadeath guilds may exist in multiplayer games without this feature. Players voluntarily delete their characters based on the honor system. Permadeath can be used as a mechanic in tabletop role-playing games like Dungeons & Dragons . In these games, players create their own characters and level through campaigns, but these characters can be permanently killed in more difficult encounters, which would force players to recreate

3009-449: The player to interact with and use the environment to their own advantage. At one point Dodge Roll had included an active reload feature, similar to Gears of War in which pressing a controller button at the right time during a reload would increase the damage the reloaded bullets would do, but instead decided to limit this to a power-up that can be collected, finding that players were already distracted enough by everything else going on in

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3068-401: The pop culture references, designs, and sound effects of the weaponry. The difficulty of the game was frequently mentioned. Destructoid said that the enemies of the lower floors were very challenging, and PC Gamer called the bosses "the hardest things I've ever encountered." The Escapist found the learning curve of the game's mechanics to be generally fair, but considered some of

3127-444: The risk of the large penalties associated with it. The penalty often means a great deal of time spent to regain lost levels, power, influence, or emotional investment that the previous character possessed. This increased investment of time can dissuade non-hardcore players. Depending on the design of the game, this may involve playing through content that the player has already experienced. Players no longer interested in those aspects of

3186-410: The same time, games using permadeath may encourage players to rely on emotional, intuitive or other non-deductive decision-making as they attempt, with less information, to minimize the risk to characters which they have bonded with. Games using permadeath more closely simulate real life, though games with a strong narrative element frequently avoid permadeath. Permadeath of individual characters can be

3245-454: The save file on reloading. This feature is retained in nearly all derivatives of Rogue and other games more loosely inspired by its gameplay. Implementations of permadeath may vary widely. Casual forms of permanent death may allow players to retain money or items while introducing repercussions for failure, reducing the frustration associated with permanent death. More hardcore implementations delete all progress made. In some games, permadeath

3304-501: The series, the 1997 Story of Eastern Wonderland , was its first bullet hell shoot 'em up. The 2002 Embodiment of Scarlet Devil marked a large step forward for the series, and, due to its Windows release, gained massive popularity with a new Western audience. In 2001, Ikaruga gained significant attention outside of Japan due to its release on the GameCube . It was many Western players' first experience with bullet hell, and gained

3363-466: The two do not need to be used together. Proponents also believe that players initially exposed to games without permadeath consider new games from that point of view. Those players are attributed as eventually "maturing", to a level of accepting permadeath, but only for other players' characters. The majority of MMORPG players are unwilling to accept the penalty of losing their characters. MMORPGs have experimented with permadeath in an attempt to simulate

3422-429: The weapon options available on a playthrough. Development on Enter the Gungeon started in 2014, with four Mythic Entertainment employees leaving the company to fulfill their own project just before the company would shut down later that year. According to developer Dave Crooks, he had been listening to the soundtrack to the game Gun Godz by Vlambeer , and the name "Gungeon" came to him the next day. Crooks presented

3481-453: Was announced that the game would release on April 5, 2016. The game was set to receive free post-release content, such as more weapons, enemies, and levels. The first of these, the "Supply Drop" update, which added several new guns, enemies, and room layouts, was released for free on January 26, 2017. A port to the Xbox One , including cross-buy and cross-play support for Windows 10 , was released

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