The essence of bullet hell is embodied by the flow state, the merging of action and reaction into a cohesive whole. Unburdened by self-consciousness and doubt, the player becomes one with the work, a metatextual intertwining between the self-insert protagonist and the player themselves. Weaving effortlessly between spirals of malignant neon, one brushes against certain death versus overwhelming odds, limited not only by the mechanical functions of the game, but by the stress inherent to seeing a wave of fluorescent fire flung in your direction. Success is found not in fighting the game’s systems, but instead in embracing the chaos and cacophony of bullet hell: Seeing bullets rain down on your self-insert of choice, and cutting a path through the onslaught, with obscene firepower, unbroken grace, or by sheer determination.

Hypothetically, the experience of a shoot 'em up is antithetical to a metroidvania; One encourages complete adherence to the rules, the other constantly pushes you to go beyond the expectations of the game, the former rewards finding surefire paths to a concrete goal, the latter is defined by meandering detours in the service of securing a step forward on a path. It’s a dichotomy that builds an uneven foundation. When paired together, both sides struggle to become the defining “face” of the work, as the focus inevitably wavers between the explorative core of a metroidvania, and the breakneck action of an STG.

It’s a nightmarish endeavor to create something that scratches the itch of two divergent genres, and when I initially started Rabi-Ribi, that ingrained conflict was immediately apparent. For the first handful of hours, my experience was relegated to enjoying a perfectly fine, if mortifyingly shameless, exploration game. Hardline three out of five… you know the type. But after crashing against the initial wave of bosses, delving into the ways of Big Combo, and making a difficult decision to drop the difficulty to normal… Something clicked. It wasn’t until around Aruraune’s boss fight, half way through the game, that Rabi-Ribi's elegance in design finally revealed itself.

The hyperfocus… The loss of anxiety… The full acceptance of the game’s mechanics… At the halfway point, Rabi-Ribi re-attunes itself, subtly shifting from a smart metroidvania to an ingenious STG. As if fully accepting this genre shift, the final fights of the game embrace the concept of flow state, celebrating it as the final, ultimate end-goal of the genre, beyond victory, beyond aesthetic value, beyond even being “good” at the game. Your reward isn’t a high-score, breathtaking GCs, or even further mastery of the game, as much as those are all parts to find joy in. Your reward is the sense of perfect alignment with the game: Of full focus, complete immersion, and functioning at your peak doing something you love, regardless of winning or losing. It’s the soul of bullet hell condensed to a beautiful ending fight.

Rabi-Ribi is a game I struggle to recommend with a straight face: the main character might as well be the protagonist of the Daicon IV Opening Animation, But With A GunFairy; that, and the very-subtle-and-not-at-all-on-the-nose Nekopara allusions, do wonders in souring public perception toward the game. It's deeply, deeply upsetting that the most beloved representative of two of my favorite genres is going to be a game I’ll be mocked to the ends of the Earth for loving… But I adore this game. It’s flawed, for sure, and your tolerance for Anime™ has to be decently high to not be rightfully filtered for the abundance of otaku-bait character designs, but looking past that, on a pure mechanical level, Rabi-Ribi represents what I love in two genres that exist at odds with each other.

Reviewed on Dec 28, 2021


3 Comments


2 years ago

it sounds amazing from your review. wish I wouldn't get hard filtered like your last paragraph talks about though so eagerly hoping someone has a skin mod for the entire game

2 years ago

If you can't appreciate the art style, then you do not deserve to experience the greatest metroidvania ever made. It's that simple.

2 years ago

Let's not pretend the art style isn't the worst thing about the game. Totally get how it's a filter: it nearly filtered me lmao