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Quick Look: Enter the Gungeon

Loose cannons Jeff and Dan fight bullets with bullets, but end up shooting blanks in the end.

Sit back and enjoy as the Giant Bomb team takes an unedited look at the latest video games.

Apr. 9 2016

Cast: Jeff, Dan

Posted by: Jason

In This Episode:

Enter the Gungeon

137 Comments

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YummyTreeSap

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I was wary of this game at first because of the existence of Nuclear Throne, but it turns out that they're fairly dissimilar. I haven't put too much time into it yet, but I'm liking it quite a bit. I probably overall prefer Nuclear Throne's rawness and dance hall airhorns, but this has got some neat tricks.

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RonGalaxy

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@bisonhero: I'm on ps4. Not sure how the PC handles it with m+kb. There's actually an item pickup that gives you a laser sight, so it's definitely a concsious decision on their part. It really isn't that bad though. I wouldn't let it prevent you from trying it out (you could always refund it on steam).

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fisk0

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Edited By fisk0  Moderator

Looks like it's gotten a lot more personality since last I saw it. Had a really hard time telling it apart from Nuclear Throne previously.

Also, while I assume the sound is supposed to be some kind of ricochet, I can't help but hear a Michael Jackson-esque "whoo" whenever the basic bullet enemies die.

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Luck702

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Edited By Luck702

I was going to complain about this being another pixel art rogue like, but they really stuck to their guns on the theme.

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Windir2112

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Bought this today because of the quick look and sunk a few hours into it. Loving it so far. It's going to be a great change of pace for when I get too frustrated with Dark Souls next week.

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Quizas

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Don't actually like the style, but this game brings so much fun that's actually worth my free time.

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violet_

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@claybrez said:

@humanity said:

The same way Jeff mentioned last night on UPF that he's really bummed out how a lot of high profile games coming out are MOBA's these days, I'm super bummed that a lot of really neat looking indie titles are roguelikes.

Yeah, it's really sad to see less and less handcrafted indie game levels. Indies used to be the one place you could consistently find similar world/level layouts to the 16bit era which was awesome, but now they're mostly filled with lifeless procedural stuff. I like me some good roguelikes (nuclear throne is great and I think for its gameplay style it honestly works better as a roguelike), but the notion of an indie roguelike has just completely lost its luster. I'd much prefer something in the vein of zelda/metroid/castlevania.

You're looking for Hyper Light Drifter then!

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Humanity

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@mub: Oh believe me brother, I've found it and I saw the light! Great game and right up my alley. It's great that we still get enough diversity that for every 10 roguelikes that others enjoy, I get a single beautifully crafted linear experience.

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violet_

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@humanity said:

@mub: Oh believe me brother, I've found it and I saw the light! Great game and right up my alley. It's great that we still get enough diversity that for every 10 roguelikes that others enjoy, I get a single beautifully crafted linear experience.

I hope the game inspires other indie devs to make more single player, full games rather than another procedural generated game

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Gee_rad

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It just seems like a dour point of view that adapts what you aren't playing into something that isn't worth playing. It is filled with a bunch of assumptions about the type of game. Like how it could only be fun if you played 100 hours of it, it is inherently all meta game unlocks, that you can't hand craft procedural content (its not called random for a reason).

In fact, not only are they not inherently about meta game unlocks, there's a strong (IMO) case to be made that roguelikes shouldn't be about meta game unlocks at all. Mark Johnson, developer of Ultima Ratio Regnum, has a good blog post about it. The basic thesis is:

The existence of an unlock system tricks the player into thinking their “progress” derived from a failed playthrough is in the unlock, not in the skills and knowledge they gained (or should gain) by understanding how they died. This, in turn, makes for weaker players (and/or lowers the skill ceiling some players can achieve) by failing to “force” players to confront their decision-making processes, and thereby improve at the game.

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Gee_rad

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@humanity said:

@deathpooky: Ironically I'm the exact opposite! For some strange reason I'm still able to totally get into the run-around of an Assassins Creed game or most recently The Division, but when that upgrade driven gameplay loop is distilled into the most raw concentrated form of a roguelike I don't enjoy it nearly as much.

I find this comment surprising. Personally, I would describe games like the Division as a more raw, concentrated form of upgrade-driven gameplay then roguelikes. Most roguelikes do have some form of finding better weapons/equipment during a run, but they're generally as much or more about tactics than upgrades.

Are you thinking of a game like Rogue Legacy when you say this?

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onkel

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Edited By onkel

You'd think that someone who's so into Metal Gear would know how to pronounce nuclear.
Wait, what am I saying?

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Humanity

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Edited By Humanity

@gee_rad: I'm thinking of the fact that those games are about "the run" more than anything else. You enter the game and begin your run, trying ultimately to get as far as you can or to beat a score, while in the process augmenting yourself with abilities, shortcuts and such. Games like Assassins Creed or The Division are about the whole, with the upgrade loop being a part of a larger narrative. Thats what I mean when I say it's distilled into a purer experience - in that there isn't a whole bunch of other stuff weighing the game down, it's almost pure gameplay for gameplays sake.

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Kill3rPastry

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MAN, that soundtrack!

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Quipido

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@soullos said:
@dasakamov said:

While I agree that this game could use tweaking, in my view it should be toward making co-op a fully-fleshed out feature rather than the current "Uh, sure, I guess co-op exists". Allowing the second player to choose their character, and fixing the "teleport-instadeath" bug that Jeff and Dan experienced would make this game an absolute winner.

Almost all of your points are a matter of becoming more familiar with the game. You always start the game with a Key, and there's always at least 1 (usually more) gun-chests in each level. The Shopkeeper often (but not always) sells guns, and he's always on every level. Lastly, defeating the level boss ALWAYS gives you a new gun (and the Level 1 bosses are totally kill-able with the starter guns, if the RNG hates you).

Tougher enemies ALWAYS have a visual indicator in later levels. The basic Bullet-Kins ALWAYS take two shots to kill -- but later on you encounter Veteran Bullet Kin, which are darker, scruffier, and wear an eyepatch. Likewise, basic Shotgun-Kin are red, while the more experienced ones are blue and the Veterans are purple, and so on.

I know the variants of the enemy types who not only look different but have different patterns and shots. But I'm not confusing those when I mean HP scaling exists. Every enemy gets an HP buff the lower you go. The basic Bullet Kin actually takes 3 shots, not 2 (using the Marine's starting pistol for example). One Chamber 2, the basic Bullet Kin will take 4 shots to kill instead of 3. On Chamber 3, they will also take 4 shots to kill. I haven't had some spawn on the 4th Chamber lately so I can't verify how many shots it takes to kill them. The large knights I do know takes 2 full clips from the Marine's starting pistol on Chamber 1 to kill. I tested it out just now, I can say the knights take 3 full clips to kill on Chamber 4. The sprites look the same, it doesn't look any different yet it they take more hits to kill which is annoying to say the least. This happens to all enemies. HP scaling exists and it sucks IMO. It's lazy design.

That's interesting, I don't find that confuzing or lazy at all, once I realised the scaling is there, it just became one more factor to be aware of. You get more passive skillsitems as you go deeper so this makes total sense to me.

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WesternWizard

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Thing is the number of passives seems rather low compared to number of guns, and it feels like most of them do not add significantly to your damage if at all. This game isn't like Isaac where you are all but guaranteed to be getting stronger from floor to floor. You get more variety of gun choices, but not as much on the passives that augment ALL your guns. Plus you have stuff like the gun eater and witches to throw away guns you've used up to get a new, full gun.

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swampwalk

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Andheez

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Edited By Andheez

You dont really need a reticle for a dual joystick shooter especially with auto aim, who puts aim assist in a DJS?!?!?!?! Then Jeff turns it all the way up? WTF is going on here!

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deactivated-582d227526464

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I initially wrote this off as a Nuclear Throne rip off but after this quicklook I'm way into it. Looks full of cool, original ideas. Might pick it up after Dark Souls 3.

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rh51

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ZachLentsch

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@humanity: This game wouldn't work any other way, the randomness is what makes it enjoyable.

If your not dying a lot and getting different guns and passives then whats the point?

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Humanity

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@zachlentsch: I dunno, I never said they should make this game different, I just said I don't particularly care for this style of game. The last thing I'd be advocating is that games I don't enjoy but others do undergo radical change just to appease the individual at the cost of everyone else.

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emtee

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The castle in the title screen looks to be a damn near pixel perfect copy of the one in one of the old NES Ninja Gaiden games.

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CrocBox

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Bullet.

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Isslander

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@andheez: I was thinking the same thing. Isn't the point of these things like being able to successfully aim and shoot enemies? I got the game last night and started with turning the auto aim off. I was actually surprised how far I got at my first go, Binding of Isaac experience coming in handy, I suppose.

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ProfessorEss

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They open books in Gungeon by shooting them.

THEY OPEN BOOKS BY SHOOTING THEM!!

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Vindo

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1:35

Dan it is Nuclear not Nucular.

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ripelivejam

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Edited By ProfessorEss

@ripelivejam: The pen is mightier than the sword... however... BLAT! BLAT! BLAT!

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mr_creeper

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This looks dope as shit. Think I'll have to check it out, once I've got some free time.

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khetix

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Edited By khetix

Looks tough, but fun. Thanks for the QL guys. :-)

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Slayer78

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This game has hundreds of weapons, yet you end up using the starting gun for like 90% of the time. Enter The Gungeon is kinda awesome, but I feel it prioritizes hard over fun. I fucking hate that starter weapon, it sucks hemorrhoids, so I guess I have to go back to The Binding Of Isaac for some rouge-lite action. Also a hard game, but at least it gives you good runs often enough to keep you going. I'm about to give up on Enter The Gungeon for good.

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Shadow

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Edited By Shadow

Wow, this looks amazing. The extra stupid part of me not playing this yet is that I own it and already have it downloaded on my PS4

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BobaTrainwreck

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Anyone else watching this due to the Switch release today?

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jbick89

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@madmatt213: Yep! This is a candidate for something to play while I'm visiting family over the holidays.

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BobaTrainwreck

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@jbick89: I ended up buying it last night, it seems to run great on Switch so far, though I only tried it docked. Haven’t seen anyone complaining that it runs poorly in handheld. It really scratches that itch so far for me.