Compara los precios de Guns, Gore & Cannoli en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Rogueside. Publicado por Rogueside. Lanzado el 30/4/2015. Disponible en PC, Mac, Xbox. Géneros: Action, Indie. Puntuación Metacritic: 80/100.

If you've got three friends, a couch, and about three hours to burn, this 1920s zombie-mobster run-and-gun will absolutely earn its place in your local co-op rotation.

I came to Guns, Gore & Cannoli expecting a throwaway indie novelty and walked away with genuine respect for what Rogueside pulled off. This is a side-scrolling run-and-gun in the Metal Slug mold, set in Prohibition-era Thugtown where mob enforcer Vinnie Cannoli is knee-deep in zombies, rival gangsters, and soldiers before the first level is even done. It wears its arcade DNA loud and proud, and for the most part that DNA is clean. The shooting itself is satisfying in the way that matters: clear feedback, readable enemy tells, and a weapon swap loop that keeps you honest. You carry a pistol with unlimited ammo as your safety net, but the real toolkit runs through a tommy gun, shotgun, flamethrower, and a lightning-style electrical weapon that fries groups nicely. Reloads are deliberate and slow enough that you actually feel the pressure of mid-horde clip management - a small but real mechanical tension that prevents the whole thing from going fully brain-dead. Kicking enemies back when they crowd you is a satisfying gap-closer, and the grenade toss adds just enough throwable chaos to stop fights from feeling completely flat. The game shoots horizontally only - no aiming up or down - which keeps the feel close to classic arcade, though it does limit how much tactical depth combat can develop over the course of 12 levels. The repetition complaint is legitimate. Later levels throw faster, more aggressive enemy mixes at you - shielded mobsters, military units with firearms, giant rats in the sewers - but the fundamental rhythm of walk right, shoot, reload, repeat never really evolves. Solo players will notice this fatigue around the halfway point. The local co-op for up to four players changes the calculation significantly: shared health, shared ammo pickups, and scaled enemy counts give the sessions a different kind of chaos that papers over the saminess. The versus deathmatch mode is there too, with its own small maps and customisable kill limits, though it reads more like a bonus than a real competitive mode. Worth noting: co-op here is strictly local. If your crew is remote, you are out of luck with this entry. Two sticking points beyond the repetition. First, the platforming segments introduced in the back half of the campaign feel mismatched with the jump physics, which are floaty in ways the game never really accounts for in its level design. Second, there is a sewer level. The sewer level is as bad as every piece of coverage you will find about it suggests. Boss fights at chapter ends do at least provide clear difficulty spikes and a reason to pick your weapon rotation carefully going in. The hand-drawn art is the other unambiguous win here. Every street, rooftop, and speakeasy in Thugtown has visible craft behind it. The period-appropriate jazz and big-band soundtrack actually fits rather than feeling like asset-store filler, and the voice acting - overblown Italian-American mobster drawl - plays the comedy straight enough to land. Running time sits somewhere between three and five hours depending on difficulty and how badly the sewer level breaks your spirit. Multiple difficulty settings give completionists a reason to revisit, and the PVP deathmatch adds a little more couch time for groups who want it after credits roll. For shooter fans specifically: there is no netcode to stress about because there is no online play. Controller polling rate and monitor refresh rate are non-factors here. This is a gamepad-on-the-couch experience, and judged on those terms it delivers a tight, honest arcade loop with a couple of rough edges and a runtime that respects your evening. Fred, Scout Team

Guns, Gore & Cannoli

Guns, Gore & Cannoli

30 abr 2015Rogueside
GamerScout opina

If you've got three friends, a couch, and about three hours to burn, this 1920s zombie-mobster run-and-gun will absolutely earn its place in your local co-op rotation.

PCMacXbox
Steam Deck UnsupportedProtonDB Platinum
Mejor precio disponible
2,54 €-75%
en YuPlay
Mínimo registrado: 2,27 €
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Veredicto de GamerScout

Best grabbed with three friends on a couch; solo players will enjoy the first half and tolerate the second.

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2,54 €-75%
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2,56 €
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2,56 €
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2,82 €
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2,86 €-71%
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3,20 €-18%
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Historial de precios

Mínimo registrado
2,27 €15 ago 2026
Mejor precio actual
2,54 €
Tiendas de claves
2,24 €2,35 €2,47 €2,58 €5 Jun23 Jun11 Jul28 Jul15 Aug
5 jun — 15 ago
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Capturas y multimedia

Acerca de Guns, Gore & Cannoli

I came to Guns, Gore & Cannoli expecting a throwaway indie novelty and walked away with genuine respect for what Rogueside pulled off. This is a side-scrolling run-and-gun in the Metal Slug mold, set in Prohibition-era Thugtown where mob enforcer Vinnie Cannoli is knee-deep in zombies, rival gangsters, and soldiers before the first level is even done. It wears its arcade DNA loud and proud, and for the most part that DNA is clean. The shooting itself is satisfying in the way that matters: clear feedback, readable enemy tells, and a weapon swap loop that keeps you honest. You carry a pistol with unlimited ammo as your safety net, but the real toolkit runs through a tommy gun, shotgun, flamethrower, and a lightning-style electrical weapon that fries groups nicely. Reloads are deliberate and slow enough that you actually feel the pressure of mid-horde clip management - a small but real mechanical tension that prevents the whole thing from going fully brain-dead. Kicking enemies back when they crowd you is a satisfying gap-closer, and the grenade toss adds just enough throwable chaos to stop fights from feeling completely flat. The game shoots horizontally only - no aiming up or down - which keeps the feel close to classic arcade, though it does limit how much tactical depth combat can develop over the course of 12 levels. The repetition complaint is legitimate. Later levels throw faster, more aggressive enemy mixes at you - shielded mobsters, military units with firearms, giant rats in the sewers - but the fundamental rhythm of walk right, shoot, reload, repeat never really evolves. Solo players will notice this fatigue around the halfway point. The local co-op for up to four players changes the calculation significantly: shared health, shared ammo pickups, and scaled enemy counts give the sessions a different kind of chaos that papers over the saminess. The versus deathmatch mode is there too, with its own small maps and customisable kill limits, though it reads more like a bonus than a real competitive mode. Worth noting: co-op here is strictly local. If your crew is remote, you are out of luck with this entry. Two sticking points beyond the repetition. First, the platforming segments introduced in the back half of the campaign feel mismatched with the jump physics, which are floaty in ways the game never really accounts for in its level design. Second, there is a sewer level. The sewer level is as bad as every piece of coverage you will find about it suggests. Boss fights at chapter ends do at least provide clear difficulty spikes and a reason to pick your weapon rotation carefully going in. The hand-drawn art is the other unambiguous win here. Every street, rooftop, and speakeasy in Thugtown has visible craft behind it. The period-appropriate jazz and big-band soundtrack actually fits rather than feeling like asset-store filler, and the voice acting - overblown Italian-American mobster drawl - plays the comedy straight enough to land. Running time sits somewhere between three and five hours depending on difficulty and how badly the sewer level breaks your spirit. Multiple difficulty settings give completionists a reason to revisit, and the PVP deathmatch adds a little more couch time for groups who want it after credits roll. For shooter fans specifically: there is no netcode to stress about because there is no online play. Controller polling rate and monitor refresh rate are non-factors here. This is a gamepad-on-the-couch experience, and judged on those terms it delivers a tight, honest arcade loop with a couple of rough edges and a runtime that respects your evening.

Fred
Fred · Scout Team

Shooters

Etiquetas

singleplayermultiplayerpvplocal-multiplayercooplocal-coopachievementscontroller-supporttrading-cardscloud-savestier:aaaRun-and-GunLocal Co-op FocusedCouch Co-opArcade ShooterShort CampaignPeriod SettingHand-Drawn ArtLocal Deathmatch

Requisitos del sistema

Mínimos

OS
Windows XP, Vista, Windows 7 , Windows 8, Windows 10
Memory
4 GB RAM
DirectX
Version 9.0
Storage
5 GB available space
Graphics
ATI or Nvidia Videocard with at least 256MB, or Intel GMA 950 or newer
Processor
Intel i3 or AMD equivalent

Recomendados

OS
Windows XP, Vista, Windows 7 or Windows 8, Windows 10
Memory
8 GB RAM
DirectX
Version 11
Storage
5 GB available space
Graphics
GeForce GTX 550 Ti or Radeon HD 6770
Processor
Intel i5 or AMD equivalent

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Reseñas y valoraciones

Metacritic
80

Información del juego

Desarrolladora
Rogueside
Distribuidora
Rogueside
Fecha de lanzamiento
30 abr 2015

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Mejor precio2,54 €
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Preguntas frecuentes sobre Guns, Gore & Cannoli

¿Cuánto cuesta Guns, Gore & Cannoli?

A 15 de agosto de 2026, la oferta más barata disponible de Guns, Gore & Cannoli es €2.54 en YuPlay, de entre 14 ofertas activas que seguimos en tiendas de claves verificadas. Los precios cambian a diario — la tabla de esta página se actualiza continuamente.

¿Dónde puedo comprar Guns, Gore & Cannoli más barato?

El precio más bajo disponible que seguimos para Guns, Gore & Cannoli es €2.54 en YuPlay (15 de agosto de 2026). Comparamos 14 ofertas activas de tiendas de claves verificadas — la tabla completa con cada tienda y su puntuación de confianza está en esta página.

¿En qué plataformas está disponible Guns, Gore & Cannoli?

Guns, Gore & Cannoli está disponible en PC, Mac, Xbox.

¿Cuándo se lanzó Guns, Gore & Cannoli?

Guns, Gore & Cannoli se lanzó el 30 de abril de 2015.

¿Quién desarrolló Guns, Gore & Cannoli?

Guns, Gore & Cannoli fue desarrollado por Rogueside.

¿Merece la pena comprar Guns, Gore & Cannoli?

Guns, Gore & Cannoli tiene una puntuación Metacritic de 80/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.