ZOE Begone! Review
- Taylor Rioux
- 2 days ago
- 4 min read
Bullet hell games are quite honestly the most intimidating genre of all, for me. There’s something about all of the moving parts and fast-paced action that feels so daunting at first glance. This is never really quite true of games that simply incorporate bullet hell elements, such as Nier: Automata or roguelike titles Binding of Isaac and Returnal, where those frantic and deadly waves of attacks only occasionally fill the screen. Maybe it’s the perceived variety of games that use it as a feature instead of the core mechanics, or maybe I’m just not built to handle the reactions and attentiveness required to navigate a true bullet hell — hard to say when I rarely give them a real shot. Thankfully, I put aside my usual trepidation and dove into ZOE Begone! in spite of my usual misgivings.
Publisher: PM Studios, Inc. Developer: Retchy Games Platform: Played on PC (Steam) Availability: Released on September 17, 2025 for Windows PC (Steam). |
Rechy Games’ bullet hell arcade title is visually striking right from the outset. With hand drawn visuals, the scene is often framed by film reels and littered with basic shapes. Even the title character ‘ZOE’ is just a triangle with sticks for arms and legs. All of the colors are vibrant, with the black frames of the film reel and white background working in tandem to really make those brushstrokes pop.
That basic visual style is accentuated by the simple rhythms of the tunes that ring out when you play, which has the feel and sound of something like the “Peanuts” cartoon theme song. The music lies firmly in that “cartoon” style, with a more lighthearted or whimsical sound and upbeat tempo to keep things moving. Something more orchestral would feel out of place when combined with the current visual style, so opting for or more zany sound works as the perfect pairing for the on-screen events.
A touch I really appreciate for the music and visuals is the introduction of static and artefacts. For the music, the inclusion of static gives that old-timey feel from watching an old movie or show. And with the visuals, objects off-center in the frame are slightly blurred, and enemies turn into little ink splotches on the background when destroyed. I think it really adds a nice touch, rounding out the aesthetic that the game is going for into a more cohesive unit.
The colorful world of ZOE Begone! is full of dangers and tools alike.
When playing, the simple visuals help with clarity. There aren’t as many moving pieces and particle effects as one would usually expect from a bullet hell game (at least on Easy and Normal difficulties), so it feels much more approachable from a beginner standpoint. That isn’t to say it is necessarily a cakewalk, as higher difficulty levels are extremely punishing and appropriately hectic.
That hectic play does run into some issues when butting heads with the controls, however. When in the air, you can only shoot horizontally, but you have the ability to aim in five directions when on the ground. That makes being on the ground a bit better in some situations, but leaves you more vulnerable to attacks as you lose two-dimensional mobility. The issue comes with returning to the air — holding the button is slow and a bit counter-intuitive. Most often, getting hit was a product of ground to air navigation.
ZOE Begone! does include some great tutorials and helpful tips right on the main menu, allowing new players to experiment and learn in a more stress-free environment. You can practice the mechanics of movement and shooting to your heart’s content — a huge boon for anyone who struggles with the stress and pressures of live play. The tutorial mode also allows for experimenting with weapons and abilities, so you can get a better sense of how to combine them all for maximum effect.
ZOE Begone! does include some great tutorials and helpful tips right on the main menu, allowing new players to experiment and learn in a more stress-free environment.
Perhaps my biggest regrets when playing this game are the lack of experience with the genre and legacy skills associated with it. Despite the appealing artstyle and inviting music, I remain ass at these types of games. I could not beat ZOE Begone!, and as someone who does not regularly play titles like this, I find it difficult to assess how it works with or plays around with genre expectations or standards. I do feel like I’ll keep plugging away at it, however, as I am motivated this time around by early successes on both the easy and normal modes.
While a review from a seasoned shmup or bullet hell veteran might be more useful for more seasoned gamers, I remain a novice. Instead of as an expert, I come to you as someone on the outside, looking in. Tapping on the window to remind you that even if something is out of your wheelhouse, it can still be worth a shot. When a game looks interesting, you just have to make the leap and challenge yourself. Give the art an opportunity to wash over you without expectation coloring your perception; even if it isn’t strictly ‘for you’, doing so is growth.