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Exit The Gungeon

Platform(s): Nintendo Switch, PC
Genre: Action/Adventure
Publisher: Devolver Digital
Developer: Singlecore Games
Release Date: March 17, 2020

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Switch Review - 'Exit the Gungeon'

by Andreas Salmen on April 17, 2020 @ 1:00 a.m. PDT

Exit the Gungeon is a bullet hell dungeon climber immediately following the adventures of the misfit ‘Gungeoneers’ and their journey for personal absolution in Enter the Gungeon.

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Mixing dungeon-crawling, bullet hell, and roguelite elements into a fun and challenging and engaging experience, Enter the Gungeon was probably one of the better indie games in recent memory. It's still one of my go-to titles to enjoy in small bursts. It was only a matter of time until we'd see another game in the franchise. You should finish what you started, and once you enter the Gungeon, you have to eventually leave. That's exactly what the aptly named Exit the Gungeon is all about. Released exclusively for Apple Arcade last year, Exit the Gungeon is now available for the Nintendo Switch and PC. Since this title was designed with the mobile format in mind, it'll be curious to see how well the game holds up on traditional gaming systems and in comparison to the previous entry.

While we worked hard to enter and explore the Gungeon in search of a powerful ancient weapon last time, we now have to leave as quickly as possible. This isn't a true sequel in every respect, but Exit continues the style and story of the original. Due to the events of the first game and an influx of people entering the Gungeon, things have become somewhat unstable to the point that the whole structure is collapsing. Fear not! There is an intricate elevator system to evacuate if we can shoot our way to the surface. Expect much of the same characters, enemies, puns and art style that made Enter so charming. Almost everything is gun- or bullet-themed, from characters to objects to bosses. It's as enjoyably nonsensical as ever, which should please fans and newcomers alike.


Exit isn't really a continuation. Both gameplay and level design have been tweaked, and the game has much more of an arcade vibe while still retaining many of its gameplay staples. Where we used to explore randomly generated dungeons, collect rare weapons and items, and face off against bosses, we are working with more confined space and inventory. Instead of sprawling levels, we stand on a few select platforms that move upward in an elevator shaft, while enemies constantly spawn around us. As such, movement and space are constricted to a small portion of the screen. There are exceptions — there are some open areas between elevator rides — but generally, we have to make do on a small floating island while shooting up through a concrete tunnel and being a walking target.

Since we move upward, Exit isn't a top-down twin-stick shooter anymore; it's a twin-stick platformer viewed from the side. This may seem like a radical change, but the gameplay is remarkably similar to what we'd expect from a Gungeon game. We still get to use a vast array of ludicrous weapons while dodging what feels like hundreds of bullets at once trying to stay alive for as long as possible. In the original, the dodge-roll was your most trusted move, as it would provide a brief moment of invincibility when passing bullets. The roll returns, but you can now also dodge bullets when jumping up or down. It doesn't feel as natural or useful as the regular dodge-roll, but it makes sense and got me out of many sticky situations. The limitation of narrow elevator shafts and the jump-dodges are probably due to the game's mobile origins, and while that sounds less than ideal, it plays pretty well and is challenging. While it might not be as sprawling and open, expect to make many split-second, life-or-death decisions.

The main attraction is the guns, and Exit has a unique way of showing them off. Before starting the ascent to the surface, we receive the blessing of a sorceress that causes our guns to switch periodically. That means we have no control over the gun we use, which is both good and bad for different reasons. I like when games force you to use all of the weapons it offers, but in Exit, the randomness can make it frustrating to start out. While many weapons are excellent, some of them feel like a handicap; the weapons that need to be charged before firing can render you a sitting duck. In theory, higher or better combos should grant you better gear, but given the wide array of weapon types and firing modes, it's difficult to tell if my current combo influenced the quality of the weapons that I receive. As a result, it feels almost useless to rake in high combos.


A big plus of the random weapon system is that it streamlines the game. There's no need to watch your ammo or which weapons to equip or discard; you just jump around and sling whatever weapon you have at the enemy. All of the weapons are different, from firing actual bullets to firing the word "bullet" or even entire weapons. The constant weapon switching means there's always something different going on, and while it never feels fair, it's never boring. Gunplay is as good as ever, with the usual mayhem of bullets and explosions hurled across the screen. Controls are precise, and every action feels impactful, which is essential for a game that relies on skill and fast reactions. Even with the streamlining and randomness, it feels like you slowly get the hang of things as you progress. Boss battles still appear randomized from a pool of 13 across the five stages it'll take you to find the exit. They are still overwhelming bullet sponges that rain down projectiles, but they are a lot of fun to take down. If anything, Exit nails the feeling of accomplishment once you beat a new boss or reach a new area, and the game isn't necessarily finished after you reach the exit.

For one thing, there are the rotating bosses to fight, but there's also an array of four starting characters with two more to unlock. Each character takes a slightly different route to get out, so you won't see all areas unless you take all of them to the exit. While areas aren't incredibly distinct — they're elevator shafts, after all — they hold a few neat surprises that will keep you busy if you play through it all. Add items and a few interesting unlocks in the hub world, and Exit packs quite a bit of content. It isn't as meaty or elaborate as Enter, but it does things well enough to stand on its own without sacrificing what made Enter so fun and memorable.

Exit the Gungeon is a lot of fun to play, especially if you liked Enter the Gungeon. It is noticeably streamlined, which may hint at its mobile origins, but it's still a frantic and skillful bullet hell experience. It makes a few choices that don't fully pay off, such as its randomized guns arsenal that often feels like gambling. I'm not fully on board with the tight spaces restricting movement, and the new jump-dodge did not click for me in the same way as the trusty old dodge-roll. While these aren't necessarily small gripes, they don't suppress my enjoyment of Exit. If you enjoy twin-stick shooters or bullet hell games, Exit the Gungeon is a rough gem to take a closer look at.

Score: 7.2/10



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