10.000 Bullets
10.000 Bullets is a PlayStation 2 shooter game released in 2005 developed by Blue Moon Studio. It centers on aiming, shooting, and weapon use, combat encounters, and aiming and shooting, with controls and information arranged around the DualShock 2 twin analog sticks, directional pad, shoulder and face buttons, with a dedicated peripheral only where explicitly required.
- AI score · out of 10
- 6.2 / 10
About this game
10.000 Bullets is a PlayStation 2 shooter game centered on aiming, shooting, and weapon use, combat encounters, and aiming and shooting. Missions pace progress through enemy waves, routes, objectives, and weapon opportunities, with progress divided into stages, tasks, matches, or growth milestones that make immediate goals understandable. Its value depends on whether these rules continue to create judgment and room for mastery rather than on length, sales, or series recognition. Short campaigns are judged by repeat-challenge value, while longer ones are judged by variety, pacing, and recovery after failure. Aiming feedback, projectiles, hits, and danger zones need to remain readable, while 3D scenes, streamed data, cinematics, surround audio, and interlaced television output need to preserve action and state readability together. The genre-specific limitation is that camera turning, aiming methods, dense encounters, and peripheral support can increase control pressure. Platform conditions also include DVD loading, the 8MB Memory Card, analog sticks and pressure-sensitive buttons, Multitap, Network Adapter, dedicated peripherals, and retired online services affect present-day use. This description covers only this platform release and does not import features or conveniences from remasters, emulators, or other console editions.
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PlayStation 2AI review
AI reviews are subjective assessments, not player ratings. See each review for its evidence and limitations.Published date:
Inventive bullet-time action constrained by unreliable handling.
10.000 Bullets wants the player to move like an action-film lead, slowing a storm of gunfire before dodging and counterattacking. When its systems cooperate, abilities and time control create a more deliberate rhythm than ordinary shooting, and the effects sell that exaggerated premise. Slow-motion dodges and character abilities give gunfights a manipulable rhythm. The lock-on system often fights the fast movement it is meant to support. Action encounters sustain immediate momentum, while limited changes in objectives make later progress depend heavily on enjoyment of the same slow-motion shooting loop. Slow-motion effects and cutscenes establish a flamboyant action-film identity, but ordinary combat spaces are less distinctive. The style is attractive without being equally strong throughout. The PS2 review finds that lock-on and camera placement obstruct aiming during acrobatic movement. This is concrete handling friction, not a deduction for the console’s age. The original PS2 review, however, finds that lock-on and camera placement regularly lag behind the intended acrobatics. A fight that should reward judgment can become a struggle against the interface. Similar encounters recur without much other activity to reset the pace. Players interested in stylish bullet-time experimentation may find something here; those requiring dependable aiming should take the control problems seriously.
Strengths
- Active slow-motion combat ideas.
- Distinctive action-film effects.
Weaknesses
- Unreliable lock-on and camera.
- Repeated encounter structure.
Who it is for: Action fans willing to tolerate rough controls.
Play notes: European-titled original PS2 release only.
View scoring basis
| Dimension | Review state | Score | Weight |
|---|---|---|---|
| Dimension Action encounters sustain immediate momentum, while limited changes in objectives make later progress depend heavily on enjoyment of the same slow-motion shooting loop. | Reviewed | 6.1 / 10 | Not provided |
| Dimension Slow-motion dodges and character abilities give gunfights a manipulable rhythm. The lock-on system often fights the fast movement it is meant to support. | Reviewed | 6.5 / 10 | Not provided |
| Dimension Slow-motion effects and cutscenes establish a flamboyant action-film identity, but ordinary combat spaces are less distinctive. The style is attractive without being equally strong throughout. | Reviewed | 6.6 / 10 | Not provided |
| Dimension The PS2 review finds that lock-on and camera placement obstruct aiming during acrobatic movement. This is concrete handling friction, not a deduction for the console’s age. | Reviewed | 5.2 / 10 | Not provided |
Review sources
Not provided
Core information
- Developer
- Blue Moon Studio
- Release date
- 2005
- Platforms
- PlayStation 2
- Content kind
- Game
- Release state
- Released
- Region
- Worldwide
- Official website
- Not provided
- Offline minimum players
- Not provided
- Offline maximum players
- Not provided
- Online minimum players
- Not provided
- Online maximum players
- Not provided
- Categories
- Shooter · Primary genre
- Tags
- Solo-friendlyReplayableFast-pacedFantasy3D GraphicsDodgeReal-time CombatPlayer versus EnvironmentMain Story Under 10 HoursShootingThird PersonLinear Levels
- Supported game languages
- Not provided
- Requires base game
- Not provided
- Standalone
- Not provided
- Age ratings
- Not provided
- Play modes
- Single player
- Perspectives
- Third person
Release editions
- PlayStation 2Worldwide2005
Game gallery
Sources
Not provided