Current version:PlayStation 2
10.000 Bullets

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
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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 2

AI review

AI reviews are subjective assessments, not player ratings. See each review for its evidence and limitations.Published date:

6.2 / 10PlayStation 2

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
DimensionReview stateScoreWeight
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.

Reviewed6.1 / 10Not 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.

Reviewed6.5 / 10Not 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.

Reviewed6.6 / 10Not 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.

Reviewed5.2 / 10Not provided

Review sources

Not provided

Core information

Publisher
TaitoMetro
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
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

Sources

Not provided