
Bullet Soul Infinite Burst is a vertically scrolling shooting game crossing old-school gameplay with a bullet hell twist. It adds numerous gameplay enhancements over its predecessor, Bullet Soul, not least of which is Burst Mode. The same aggressive, bullet-cancelling gameplay, now with more destruction, more coins and more tunes.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
原作の制作会社と移植担当会社のゲームデザインセンスの差が如実に表れた作品だ。 本作はケイブの弾幕縦STGである怒首領蜂大往生とケツイの移植を行ったメーカーによるオリジナルSTGだが、「移植でノウハウが蓄積されたからオリジナルを出してみますかね」とそんな安易な発想で生まれたかのような、ゲームデザインに物足りなさを抱えた作品だ。 ゲーム自体は一見してスタンダードな弾幕STGであり、ケイブ作品の移植を何作か担当していただけあって、「ケイブっぽさ」がそこかしこで感じさせる。穿った見方をすればオリジナリティがないとも言える。 実際触ってみるとどこにでもあるような個性の弱さを感じさせる。無難に遊べるがゲーム展開が全体的に単調で、機能としても「敵弾を放った敵を倒すと放たれた敵弾が消える」というケイブでよくみる仕様もあるのだが、ケイブの場合それは一部の敵だけであったり、ゲージを使用した特殊機能であったりといつでも使えるわけではない。ところが本作の場合はいつでも使えるどころかすべての敵に適用されているので、特に序盤の敵はそれを見せつけるかのように「敵機出現」→「攻撃」の行動において敵弾がこちらに辿り着く前にほとんどの敵を何も考えずに倒すことができてしまえるせいで、ゲームの仕様は伝わりやすくある一方で、「やらされている感」を覚えてしまう。敵が出てきて敵弾をこっちに放っているのに辿り着く前に敵が死ぬせいで向かっている弾が途中で消える、というのを大量に見せつけられるとわざとらしさしか感じない。大げさであり、演出過剰。それのせいで機体によっては思考停止した攻撃で場面を乗り切ることもできてしまうため、弾幕STGの本来あるべき面白さとかけ離れてしまっているように感じた。別の見方をすると手軽に敵弾を消すことができるので初心者に配慮したバランスにしたと言えなくもないが、仮にこれを初心者向けにしたとしても果たして初心者がこれを楽しめるだろうかという別の疑問が浮かび上がる。きついから弾消しにありがたみを感じるのであって、きつくない局面で弾消しが起きても…ねぇ? 初心者救済用のオートボムも「敵の接触に対しては発動しない」という半端さが個人的には嫌いだ。ボムの抱え落ちをせずに安全に進みたいからその機能をオンにするのにそれを無効化する攻撃があるのでは何のためにその機能が存在するのかわからない。例えば敵に接触するというケースが「稼ごうと思って前に出すぎた」というのが原因であればリスクとリターンが釣り合っているのでわからなくもない。逆に言えば前に出すぎない限り敵との接触は避けられるので、無理に稼ごうとしなければ敵と接触をすることもなくオートボムが正しく機能するからだ。ところが本作の場合、どこに位置取りしていようと明らかにオートボムを無効化して被弾させようという狙いの突撃が幾つかあり、ただの意地悪にしかなっていないあたり老舗の制作会社と移植中心の会社のセンスの差が明確に浮き出ていた。 ゲームデザインそのものとしても道中は緩急が弱く、同じような敵を長く相手にしていたりでシーンが退屈で間延びしがち。肝心の稼ぎも爽快感が薄く、「どうすればプレイヤーが楽しめるか」という観点が最初から抜け落ちているのだ。なぜその観点が抜けているのかと言えばそれを考えるのはその作品を生み出すメーカーだからだ。最初からお膳立てされていてその観点を持つ必要がない移植メーカー(特にべた移植が多いメーカー)がそれを持ち合わせていようはずもない。或いは見当違いの方向に行ってしまっている。ボスの弾幕にしてもかわしていて楽しいと感じさせるものは少なく、単純に面白みがない。もっというと全体的にどこかで見た要素の継ぎ接ぎ感があって薄っぺらい。 ただ値段は安い。これは本作の魅力の一つだ。文句はあれこれ言ったがこれだけ安ければ難点に感じている部分も正直そんなに気にしていない。「MAGESがまともなゲーム作れるわきゃねぇだろ」という期待の薄さが最初からあったのも大きいが。 「どこのものとも知れないインディーSTG」と考えればあり。イラスト担当のぽよよんろっくもMAGESならではのチョイスであり、男性キャラはともかくとして女性キャラはなかなか魅力的と言える(もとが2011年作品なのでさすがに古さは否めない)。 なので結論としては [h1]出来にさほど期待していない低価格STGを買うつもりならおすすめ。 商業メーカーが手掛けた作品だから相応の出来なんじゃないかと期待するならおすすめはしない。[/h1]
The first enemy in the game that fires bullets that you have to dodge is the boss of stage two.
⣿⣿⡻⠿⣳⠸⢿⡇⢇⣿⡧⢹⠿⣿⣿⣿⣿⣾⣿⡇⣿⣿⣿⣿⡿⡐⣯⠁ ⠄⠄ ⠟⣛⣽⡳⠼⠄⠈⣷⡾⣥⣱⠃⠣⣿⣿⣿⣯⣭⠽⡇⣿⣿⣿⣿⣟⢢⠏⠄ ⠄ ⢠⡿⠶⣮⣝⣿⠄⠄⠈⡥⢭⣥⠅⢌⣽⣿⣻⢶⣭⡿⠿⠜⢿⣿⣿⡿⠁⠄⠄ ⠄⣼⣧⠤⢌⣭⡇⠄⠄⠄⠭⠭⠭⠯⠴⣚⣉⣛⡢⠭⠵⢶⣾⣦⡍⠁⠄⠄⠄⠄ ⠄⣿⣷⣯⣭⡷⠄⠄⢀⣀⠩⠍⢉⣛⣛⠫⢏⣈⣭⣥⣶⣶⣦⣭⣛⠄⠄⠄⠄⠄ ⢀⣿⣿⣿⡿⠃⢀⣴⣿⣿⣿⣎⢩⠌⣡⣶⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣆⠄⠄⠄ ⢸⡿⢟⣽⠎⣰⣿⣿⣿⣿⣿⣿⢀⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣦⠄⠄ ⣰⠯⣾⢅⣼⣿⣿⣿⣿⣿⣿⡇⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡄⠄ ⢰⣄⡉⣼⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣧⠄ ⢯⣌⢹⣿⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⢸⣇⣽⣿⣿⣿⣿⣿⣿⣿⣿⠸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⢸⣟⣧⡻⣿⣿⣿⣿⣿⣿⣿⣧⡻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⠈⢹⡧⣿⣸⠿⢿⣿⣿⣿⣿⡿⠗⣈⠻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡇⠄ ⠄⠘⢷⡳⣾⣷⣶⣶⣶⣶⣶⣾⣿⣿⢀⣶⣶⣶⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⠇⠄ ⠄⠄⠈⣵⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄⠄ ⠄⠄⠄⠸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠘⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠇⠄⠄
普通模式第四关结算的时候崩溃。日版,蓝白色的女主,英文版没测试。 The fourth level of normal mode crashes when it is settled. Japanese version, blue and white female owner, English version has not been tested. 通常モードの第4関門の決済時に崩壊する。日本版、青白いヒロイン、英語版はテストされていません。 分辨率低,游戏很好玩,酣畅淋漓,难度轻松。 补充: 切换到英文版,无法全屏,全屏直接没法进游戏。 然后英版眼罩男窗口化,普通模式第四关没闪退,可以正常获得成就。 各版本通关制作组名单的时候OBS都录不到内容,都是白屏。 [table][td][b]关注我们 [/b][url=https://store.steampowered.com/curator/30253125]甄游组[/url] [url=https://store.steampowered.com/curator/34433893]第一印象[/url] [url=https://store.steampowered.com/curator/40602490]免费游戏[/url][/td][/table]
I used to own Bullet Soul on XBOX360, but stupidly traded-in the game years ago. The Microsoft XBOX store version is region-locked, so Steam is the only way to go now.
SreamLinkで起動すると爆速ノーウェイトになりプレイできません。
O jogo é bom? a resposta é Sim. O jogo tem um problema terrível? a resposta é sim, travado em 720p, primeiro jogo na Steam que faz downgrade de resolução na minha TV, 4k pra 720p adicionando terríveis serrilhados.
[quote]Just saying, but I do have a curator page. If you like my remarks about games, you can find more of them here: https://store.steampowered.com/curator/44130985-TDP%27s-Gaming-Escapades [/quote] [b][i]LAST TIME ON BULLET SOUL...[/i][/b] A promising, new shmup game enters the foray. It shows great potential, ready to prove itself as one of the greatest among its peers. But when it comes to its actual performance, it cannot do as well as everyone had hoped. The game vanishes and then returns with a brand-new form after 3 whole years, promising that it will be better than before this time around. Will the game be able to fix its shortcomings, being remembered for ages as a mighty shmup? [h2]Apparently not![/h2] I honestly, truly cannot believe this is what the developers came up with after 3 years of the original game being out on the market. I did not expect them to go out of their way and remake the game from scratch, but also did not expect to see them changing the gameplay in a way that hurts the overall experience even more, with the additional content being something that doesn't warrant a new release and could have been added as DLC. If you have not read [url=https://steamcommunity.com/id/TDP-X/recommended/544580/]my review on the original game[/url], I recommend you to do so before continuing as the core of the gameplay has not changed and a lot of my points still stand. What you get in Bullet Soul: Infinite Burst's normal modes is almost everything that was already in Bullet Soul, with gameplay's shortcomings and clarity & difficulty issues staying intact. Even the launch issues were the exact same. There are a bunch of changes that are welcome, but unfortunately they bear no effect on the gameplay. To name a few of those good changes: Enemies who were exclusive to the original game's caravan mode now appear in this version's normal modes, which differentates the experience to a small degree if you have already played the original. Score calculation at the end of a stage can now be sped up. Main bosses now get a visual alert before facing them and also have a visible countdown timer. The brief invincibility frames on some of the bosses have also been seemingly removed. And finally... the new music tracks are really, REALLY good. [h2]It has changed... but not for the best[/h2] Seems like the developers saw all the criticism about the game's difficulty and decided to tweak it, but the way they have done so is incredibly mixed at best and really bad at worst. I'm saddened to say that the developers' solution for the original game's easy and dull gameplay is enemy and bullet spam. They have tried to raise this version's difficulty and challenge by increasing the number of enemies appearing on the screen, increasing the enemy projectile speeds, adding brand-new dense bullet patterns to the mix and also introducing enemies that only remain on the screen for a very short time so you won't have much time to shoot them down. And they have done this in an uneven and uncurated manner imho. If the original was very easy in the main stages and got hard when you got to the bosses, Infinite Burst's difficulty curve starts fluctuating in middle of the main stages. One moment you are moving down enemies with literally no effort, and then all of a sudden you will see the screen filled to the brim with enemies and bullets. And in some cases, like the bossfights, the bullet patterns seem nearly undodgeable at times. These all feel like desperate attempts to make sure you always have something to dodge and hope it fixes the dullness. Which it doesn't. This enemy/bullet overuse also makes the screen readability situation even more dire as now there are way more things on the screen that can blend with each other. And to make matters worse, some enemies can now enter the playing field from literally behind you, in addition to the sides of the screen. In fact, many enemies now arrive and shoot from the lower parts of the screen even from the early levels, greatly increasing the chance of getting hit by something you didn't see coming. [h2]Did... did that anime girl just tell me that I suck?[/h2] Infinite Burst also adds entirely new things to the mix. One of these additions is the brand-new Burst Mode, where Bullet Soul turns into Crimzon Clover. A bootleg version of Crimzon Clover, to be precise. This mode ditches bombs in favor of the new burst ability. By defeating enemies, coins will drop from the enemies for scoring purposes and also a gauge at the side of the screen will gradually fill up. When the gauge is full, you can press the bomb button to trigger a time-limited burst mode, resulting in a massive power increase and all of the newly dropped coins turning into a variation with higher score value and the power to extend the burst time. You can keep the burst mode going by constantly collecting coins, or end it prematurely by pressing the button again and unleashing a bomb. Now this seems fun when you read it in the text format. When you play this mode, you realize pretty quickly that it's not really much different from the main game anyway; It's the same thing with all issues and boredom intact. And it also has issues of its own. The burst gauge fills up too slowly for it to make an impactful difference, and its rainbow colored primary shot just worsens the visual readability issue. THe enemy and bullet patterns are still uninspired. While the game switches your health with a rechargable shield in this mode, the shield pickups refill a laughably small amount of it. The characters will utter a voice line upon picking up any coin during burst mode, which really gets on your nerves after a while. The only positive change this mode has and I am utterly baffled on why it has not also applied to the other modes, is the fact that bullets actually disappear after an enemy's death. No, they don't turn white and stay on the screen; They cease to exist. The devs removed this unnecessary visual element in one mode instead of removing it from the whole game and I have no idea why. [h2]Yo dawg heard you liked dullness. So we put dullness in your dullness so you can be twice as bored.[/h2] The next addition to Infinite Burst is... UNLOCKABLES! By fulfilling certain requirements, you can unlock a number of artworks and also a hidden game mode called "Musou Mode". It's exciting to see they actually added something like this, right? What if I told you they are all worthless letdowns? There are only 4 artworks in the whole game, each showing up on the screen after beating the campaign mode with any character. And to unlock Musou Mode, you have to beat the campaign with each of the 4 characters. In other words, you have to play through the same, boring game 4 times for a game mode which is literally Burst Mode with unlimited burst gauge! Your reward for going through a boring experience multiple times is a game mode that is even more boring because it literally has no challenge in it! Can that really be considered a reward? [h2]TL;DR[/h2] Tries to enhance the experience of the original game utilizing new changes and features, but still cannot be better than the dull game it once was. There are way better shmup games to play out there.
前作同様、私のようなヌルゲーマー向けのSTGです。前作と違い敵を倒すとコインがバラ撒かれるのですが、コインがデッカイのですごい邪魔。ただでさえ表示枠が小さいのにコインがデッカイのですごい邪魔に感じます。コインすごい要らないです。
Ótimo bullet-hell com um foco um pouco diferenciado de cancelamento de projéteis (destrua as naves inimigas, cancele os projéteis antes de atingirem o jogador). Tem vários modos e uma das melhores trilhas sonoras do gênero.
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