About Bulletstorm: Full Clip Edition
After a disastrous confrontation leaves Grayson Hunt and his former Dead Echo crew stranded on the resort world Stygia, he must decide whether to pursue revenge against General Sarrano or help his companions survive. Bulletstorm: Full Clip Edition pairs that campaign with score-focused Echoes, cooperative Anarchy and its own Overkill campaign option.
Grayson Hunt begins as the leader of Dead Echo, an elite unit whose missions for General Victor Sarrano helped make the squad feared across the colonies. After learning what their commander had ordered them to do, Grayson and his companions deserted, stole a ship and lived as wanted space pirates. Years later, an encounter with Sarrano’s battleliner ends with Grayson’s ship crashing on Stygia. The planet was once marketed as a holiday destination; now its settlements and resorts have been overtaken by hostile wildlife, mutants and violent inhabitants. Grayson’s immediate problem is getting the surviving crew through the wreckage, but the crash also puts Sarrano within reach. The campaign follows the tension between that personal pursuit and the practical need to get the crew off the planet alive.
The people around Grayson give the journey its changing priorities. Ishi Sato is his longtime friend and a steady presence whose loyalty survived the break from Dead Echo. Dr. Whit Oliver is both the ship’s doctor and engineer, while explosives specialist Rell Julian brings a talent for mines and battlefield traps to the original crew. Trishka Novak, a hardened operative connected to Sarrano’s newer Final Echo squad, enters the story with her own reasons for opposing him. The group moves through a landscape that shifts from resort ruins and overgrown infrastructure to industrial sites and dangerous natural spaces. These locations are not just scenery: ledges, hazards, explosive objects and machinery become tools that can change how a firefight unfolds.
Combat is built around Skillshots, named ways of killing that award more points when the player combines weapons, movement and surroundings. Grayson can fire normally, slide into close range, kick an enemy into the air, or use his energy leash to pull a distant target toward him. The leash briefly suspends a pulled enemy in slow motion, creating a window to shoot, kick or redirect that target into a hazard. A kick also sends an opponent backward in slow motion, so a quick follow-up can turn a simple attack into a more valuable setup. The catalogue groups rewards by difficulty and records the tools or conditions needed for particular techniques. Environmental traps, explosive objects and enemy positions reward observation during combat; shooting every target conventionally is possible, but it does not use the scoring system as effectively as linking these actions together.

Skillpoints connect those combat decisions to equipment growth. Each kill earns points, with more difficult or stylish Skillshots paying extra; the in-game database records the different techniques and their requirements. Scattered Dropkits provide access to the Dropshop, where points can buy ammunition, improve equipment or unlock weapons that have already been earned. The arsenal supports different kinds of setups: the Peacemaker Carbine provides a familiar rapid-fire option, the Flail Gun sends explosive weights connected by a chain, and the Penetrator launches a motorized drill that can pin enemies to surfaces. Its charged drill can suspend a target in midair for redirection, making target placement another part of the weapon’s use. Charged shots change how several guns behave, while upgrades and ammunition purchases let players return to combinations that suit the next encounter. The leash also gains a Thumper function, which sends ordinary enemies upward and knocks larger opponents down, extending the same crowd-control toolkit.
The standard single-player campaign is only one way to use that toolkit. Echoes presents short sections drawn from the game as score challenges: players select a weapon loadout, then try to build a high result through Skillshots. Finishing stages opens additional Echo sections, and the mode tracks scores against friends and leaderboards. Full Clip Edition adds six Echo maps and an Overkill Campaign option. Overkill lets a new run begin with the campaign’s weapons and Skillshots available without the usual gradual unlock sequence, shifting attention toward experimenting with the complete combat vocabulary from the outset. These modes keep the same basic scoring idea but give it different boundaries: the story follows Grayson through Stygia, while Echoes isolates compact encounters and Overkill changes the campaign’s starting arsenal.
Anarchy is the cooperative mode, built for up to four players fighting successive enemy waves. Teams earn Skillpoints by performing individual and coordinated Skillshots, and each wave has a score requirement that must be met to continue. Some enemies and situations call for Team Skillshots, so players can set one another up instead of treating each target as a separate duel. Between rounds, the earned points can be spent on weapon upgrades, ammunition and other supplies; successful coordination therefore helps both the immediate wave and the team’s preparation for the next one. Full Clip Edition packages the campaign and previously released Bulletstorm add-ons with its remastered presentation and new modes. Duke Nukem’s Bulletstorm Tour is a distinct add-on: when available, it replaces Grayson with Duke and supplies a re-recorded script and new lines, rather than changing who leads the ordinary Grayson campaign.

- Developer
- People Can Fly
- Genre
- First-person action shooter
