Vanquish is a brawler with a gun
9 min read
By Eduardo Orellana ·
PlatinumGames, 2010. Vanquish belongs with Bayonetta, not with cover shooters, because the family trait is depth of action, not melee.
Depth was never the weapon
Vanquish, PlatinumGames, 2010, is easy to file as a cover shooter because you can hide behind a wall and you are holding a gun. The filing is wrong. Platinum built its name on Bayonetta, Metal Gear Rising, and The Wonderful 101: fast, theatrical combat where mastery is a long ladder of decisions inside a single second. Vanquish is that ladder with bullets.
Cover, in the dull version of the genre, is where play goes to wait. In Vanquish the slide, the slowdown, and the weapon swap are the play, and the wall is a breath between them. A shooter can be deep for the same reason a brawler can. The question is how many meaningful choices fit between pulling the trigger and seeing the result, not whether the attack is a fist or a round.
Why a cover shooter belongs with the brawlers
Vanquish sits in the same design family as PlatinumGames' brawlers because the family trait is depth, not melee. Platinum built its name on fast, theatrical combat: Bayonetta, Metal Gear Rising, The Wonderful 101. Next to those, a third-person shooter directed by Resident Evil 4's Shinji Mikami looks like it wandered in from a Gears of War pitch meeting.
The cover shooter usually implies a slow rhythm. Tuck in behind a wall, lean out, fire, pick your moment, repeat one wall further forward. Vanquish keeps that vocabulary and then refuses to play at that speed. What ties it to Platinum's other work is not punching or sword-slashing. It is that the same small set of moves keeps paying out the more you understand it.
Any action game worth the name can be read at several altitudes at once. Somebody new can bounce off the walls, survive, and enjoy the noise. Somebody paying attention starts stacking mechanics together and choosing better moments. Somebody who has put in the hours finds techniques the tutorial never mentioned and turns the starting toolset into something fast, expressive, and barely recognizable as the same game.
The first tier: players who are still learning
The first tier is the learner, and a good action game owes the learner a good time. Mash buttons, brute-force the encounter, ignore half the systems, die a lot, win ugly - the score will be poor, and that is fine. What the learner must never feel is that the door is closed.
Accessibility at the surface is not a courtesy, it is survival. Serve only the people who already read the deepest systems fluently and the audience shrinks to that room. The top layer has to be legible and loud enough that somebody enjoys the game well before they can explain what makes it special.
Button-mashing has a shooter equivalent, and in Vanquish it is playing the thing exactly as advertised. Crouch behind cover. Trade shots. Treat Sam Gideon's rocket slide as a quick way to reach the next wall. AR Mode, the slow-motion state, comes out occasionally and feels like a gamble, because triggering it can leave you in the open and burning the suit's energy tips it into overheating.
That Vanquish is a real Vanquish. It is not the interesting one and it is certainly not the stylish one, but it keeps a learner alive long enough to enjoy the ridiculous speed and the explosions going off around them.
The second tier: combining the moves you already have
The second tier is where depth shows up: the same basic mechanics start producing more, through combination, timing, positioning, and the decisions in between. Players express themselves and the game never has to hand them another button.
Keep depth and breadth apart. More weapons, more modes, more unlocks - that is breadth, and it is cheap to add. Depth is what happens when the moves already in the player's hands can be used in richer ways. Bayonetta only punches and kicks, but the order of those inputs, sometimes with a deliberate pause dropped in, produces new and stronger attacks. Metal Gear Rising lets you drop into blade mode whenever you like, and spending a full meter on a wounded enemy pays out a Zandatsu.
Vanquish says the same thing in shooter grammar. Time AR Mode into a roll or a jump and it comes out clean. Fold the rocket slide into slow motion, or into a melee hit. Positioning turns into a real decision, because the slide is just as happy putting you behind an enemy as it is putting you behind a wall.
Once those systems start overlapping, the suit's heat stops being a cooldown bar and becomes the whole tempo. Sliding heats it. AR Mode heats it. So every attack has to arrive with an exit already planned, and you spend the fight sliding between offense and defense, dealing damage on the edge of a shutdown.
Cover has quietly stopped being the game by this point. It is somewhere to breathe. Sam Gideon's abilities stop reading as separate actions and start reading as a chain you assemble on the fly.
The third tier: techniques nobody taught you
The third tier is mastery, and it is built out of things the tutorial never says. The deepest action games contain techniques that fall out of the exact rules of their systems, and they belong to the players who experiment, study, and practice until the execution is reliable.
Bayonetta has dodge offset, which lets an expert dodge mid-combo without losing their place in it. Vanquish keeps its own secrets. The most valuable is boost-dodging: the rocket slide does not start heating the suit for its first split second, so canceling straight into a dodge covers enormous ground, keeps you close to invulnerable, and never touches the overheat.
Other tricks turn small rule details into speed. Switch off a weapon and back during its reload animation and the reload finishes sooner. Switch to a slow weapon like the rocket launcher while another gun is still firing and it comes up faster. Throw a cigarette to pull enemy attention somewhere else. Shoot a grenade out of the air in slow motion and let the splash do the work.
Not one of those needs an upgrade tree. They are advanced uses of mechanics the player was handed in the opening minutes. What separates the expert is knowledge, timing, dexterity, and the nerve to execute while under fire.
What the campaign and the score sheet ask of you
Vanquish's campaign pushes hard for the second tier and only gestures at the third. Enemies arrive with weak points on their backs, which quietly demands a rocket slide, some slow motion, and a way back out. Rockets come at you to be shot out of the air in AR Mode. Boss monsters are big enough that sliding underneath beats circling them from cover.
Mastery needs harsher tests than that: punishing difficulties, dedicated challenges, and scoring that means something. God Hard and the challenge missions are there. The scoring is where the design loses its footing.
The scoring systems worth copying are complicated underneath and readable on the surface. They tell the player what the game values and where to aim next. A medal, a grade, a combo total, an itemized breakdown - any of them can turn the end-of-level screen into usable coaching.
Vanquish mostly hands over a number. The formula is not published. It weighs kills, headshots, time, and how much cover you leaned on, but reading it is guesswork. Nothing in it says which part of the run was good, which part cost you, or which advanced technique would be worth drilling before the next attempt. You learn that by running the level again and paying attention, which is a slower teacher than the game could have been.
Why players climb even without a reward
Scores teach and motivate, but the deeper pull is simpler: players want to look and feel incredible. Put a beginner's Vanquish next to an expert's and you can tell them apart from across the room. One of them is staying alive behind a wall. The other is sliding through the danger, dropping into slow motion, canceling out of moves, reloading in an instant, and finishing the fight before it settles.
That visible gap is also why deep action games can look forbidding from outside. When a designer says the first run is really a tutorial and the real game begins on the second, it is honest, and to a newcomer it sounds like a door being shut.
So the first layer has to be generous. Absurd animations, oversized set pieces, and a surface that plays fine without any of the good stuff will carry learners a long way. The deeper systems are still there, waiting for whoever decides to keep going.
The same idea outside the brawler
The reason Vanquish is worth studying is that it settles the question of genre. Expressive depth built out of interlocking moves is not a brawler technique. It works in a shooter, and it works well.
It works further afield too. Project Gotham Racing plays perfectly well as a racing game, and its kudos system builds a whole second game on top of special maneuvers. Tony Hawk's Pro Skater turns extraordinary the moment a player starts stitching grabs, reverts, manuals, flip tricks, and grinds into one unbroken run.
Depth may matter most of all to multiplayer games that need to last. They have to stay open to newcomers, and a high ceiling is what gives the experienced players a reason to still be there in a few years. Fighting games are the obvious case, but Rocket League runs on the same principle, and so, in its way, does Call of Duty.
Take the reload cancel in Call of Duty. Sprinting partway through a reload animation to skip its tail and get back in the fight sounds like an accident at first, closer to an exploit than a technique. But it carries risk, it demands dexterity, and it has survived because high-level play is richer with it than without it. At some point the accident becomes an advanced strategy.
What you put in is what you get back
Depth means mechanics that give players interesting decisions, room to express themselves, and more speed and style once they find the advanced applications of the tools they already hold. It shows up as air combos and dodge offsets, as rocket slides and reload cancels, as racing maneuvers and trick chains.
What all of it produces is a game that pays out in proportion to what you bring. Vanquish is dressed as a cover shooter, but its best minutes come from the action-game bargain underneath the costume. A few simple tools. Combinations that can go wrong. Techniques nobody handed you, and a curve where the player feels stronger because they genuinely got better.
Build it in Flockbay
In the Flockbay app, ask for one arena and a gun with a slide that slows time. The fight should feel worse if the player only aims from behind cover. Play it both ways. If camping is the best tactic, you have built the genre Vanquish was refusing.
A character-action template and the AI shooter maker can share that arena. One room is the whole test.
Keep reading
- Melee is not one combat system
- Juice is how a hit explains itself
- Campaigns forgot to argue with the gun
- Build a shooter with room to master with the AI twin-stick shooter maker
A deep game does not need a longer list of mechanics. It needs a few core actions that get richer under timing, positioning, risk, and skill - and the only way to know whether yours do is to build it, play it, and judge it yourself.
More notes on designing games