Judging by the title, I really expected Tiny Bullets to be another one of those excellent 3D shooting games secretly hiding in the Playstation library, like Gungage and Cosmowarrior Zero. Instead, it's more of a combination of Tomb Raider's meticulous 3D platforming and Resident Evil's simple "put the item in the hole" puzzle-solving. Also, the player character looks like a babyfaced Sonic gijinka.
So, you play as this blue spiky kid, and you're exploring ruins and caves and such (though apparently, you're meant to be running an errand for your grandmother). There's some kind of plot involving an evil wizard and his henchmen who have cool bird-face helmets, as well as a friendly dragon and some other guy that you meet on your travels. So, you jump and climb and shimmy around, trying to get to the village where the shop selling Grandma's medicine is, and also not getting killed by monsters or evil goons or your own clumsiness.
The platforming itself is slow and clunky, but in a way that makes it feel deliberate and satisfying. You jump with X, and hang onto ledges by holding O. You can jump up to a ledge and hold O to grab it instead of falling back down, or you can hold O while walking off of a ledge to grab it while you drop down. You can also grab ahold of vertical poles/pipes/etc., and shimmy from side to side along them, and while hanging like this, you can swing bak and forth to do a long jump forward. I'm describing this stuff in such exhaustive detail because it's a big part of what the game entails, and it's all fun and satisfying. In fact, I do kind of wish Tiny Bullets more platforming and less puzzle-solving. And no combat.
The puzzle solving, as mentioned already, is Resident Evil-like in nature. Find a key to open a door. Find a fuse to turn on a machine. Put the coloured tiles in the right slots in the right order to activate the ancient secret thingy. That kind of thing. It's fine, but in a game like this where it clearly wasn't a high priority for the designers (as opposed to Resident Evil, where the puzzles clearly were a higher design priority, and are much more interesting as a result), these puzzles feel more like they're just a way of making the game consume more time, rather than entertaining challenges.
The combat, as has been vriefly alluded to already, is bad and even more of a chore than the puzzles. The controls for it are interesting, at least. Your weapon is a slingshot, and you hold R2 to point it, then O to shoot it. The game lets you hold L2 to look around in first person, and you can hold L2 and R2 together to aim and shoot like that, which at least is nice. You can shoot at things like gongs to activate stuff in the stages, too. The problem is that the enemies just kind of potter about, they'll probably get a hit or two in on you while you're aiming, and after a couple of shots they die. Also for some reason, despite the detailed aiming mechanics, most of the enemies don't take damage if you snipe them from a distance. Like the puzzles, the combat feels like padding, and while it's happening, you'd much rather be jumping and clambering and generally navigating the environment, and it's a shame the developers didn't concentrate more on that instead.
Tiny Bullets is a game that I think, had it gotten a worldwide release, would be fondly-remembered part of a lot of childhoods. Without nostalgia, though, it can only really stand on its own, and unfortunately, while the good parts (the controls and the generally great way it feels to move around in this game) are heavily overshadowed by the bad parts (the pointless puzzles and boring combat). Having said that, I do wonder how beloved it is among Japanese players. I've never seen or heard any references to it anywhere, though.
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