Compare Guns, Gore and Cannoli 2 prices across 50+ stores and find the best deal. Developed by Rogueside. Published by Crazy Monkey Studios. Released on 3/2/2018. Available on PC, Xbox. Genres: Action, Adventure. Metacritic score: 80/100.

94% positive on Steam and a Metacritic 80 - Vinnie Cannoli's WWII-era encore is a tight, gleefully over-the-top run-and-gun that earns every bullet spent on it, especially with friends in tow.

I went in expecting a routine side-scrolling shooter and came out two-and-a-half hours later with ringing ears and a grin. Guns, Gore and Cannoli 2 drops mob hitman Vinnie Cannoli into 1944, pitting him against a chaotic mix of armed gangsters, hulking zombie brutes, Nazi soldiers, and the occasional tank - all rendered in a hand-drawn cartoon style that holds up surprisingly well. The premise is paper-thin and deliberately so: someone called the Dark Don is helping Nazis engineer bio-weapons, Vinnie takes it personally, and the game wastes exactly zero time getting you to the carnage. The biggest mechanical upgrade over the first game is 360-degree free aiming. Where the original kept everything horizontal, the sequel adds genuine verticality - platforming sections ask you to shoot enemies positioned above and below you, and the double-jump plus roll combo opens up movement that actually rewards the chaos on screen. The weapon roster leans hard into the WWII setting: akimbo pistols, a Schmeisser submachine gun, Sturmgewehr assault rifle, MG42, grenade launcher, flamethrower, rocket launcher, and a chainsaw for when you want to get uncomfortably close. It is, if anything, heavy on automatic weapons and light on the kind of weird standout tools the first game carried, but each gun has enough kick and gore feedback to stay satisfying throughout. Co-op is where the game finds its best form. The full campaign supports up to four players both locally and online via Steam, and a smart pick-up system means shared health items and weapons go to everyone rather than whoever dives fastest - a small design call that removes a huge friction point from couch sessions. A separate versus deathmatch mode with dedicated maps rounds out the multiplayer, though the online population is thin at this point and finding a good match takes patience. The campaign itself is the real draw, and at roughly three hours for a solo run it is short enough to finish with a friend on a lazy afternoon without feeling padded. The honest weaknesses are real but familiar: the campaign repeats its gunfight rhythm more than Metal Slug veterans will appreciate, enemy variety took a small step back from the first game despite the new Nazi faction adding some late-game texture, and the fixed control layout (non-remappable on controllers) frustrated a slice of reviewers. Vinnie himself is noticeably quieter with the one-liners compared to the original, which lands differently depending on whether you found his previous quips charming or grating. None of these are deal-breakers - they are the cost of a game that clearly knows its lane and stays in it. For what it is - a punchy, hand-drawn run-and-gun with strong co-op hooks and exactly zero pretension - it delivers. The art direction remains the standout: destructible environments, chunky animations, and levels that shift from rain-soaked Prohibition back alleys to WWII trenches without missing a visual beat. If you bounced off the first entry, this will not convert you. If you liked it, or if you are looking for a short co-op session that does not require a tutorial or a genre briefing, Guns, Gore and Cannoli 2 makes a very easy case for itself. Alex, Scout Team

Guns, Gore and Cannoli 2
ActionAdventure

Guns, Gore and Cannoli 2

Mar 2, 2018RoguesideCrazy Monkey Studios
GamerScout Says

94% positive on Steam and a Metacritic 80 - Vinnie Cannoli's WWII-era encore is a tight, gleefully over-the-top run-and-gun that earns every bullet spent on it, especially with friends in tow.

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About Guns, Gore and Cannoli 2

I went in expecting a routine side-scrolling shooter and came out two-and-a-half hours later with ringing ears and a grin. Guns, Gore and Cannoli 2 drops mob hitman Vinnie Cannoli into 1944, pitting him against a chaotic mix of armed gangsters, hulking zombie brutes, Nazi soldiers, and the occasional tank - all rendered in a hand-drawn cartoon style that holds up surprisingly well. The premise is paper-thin and deliberately so: someone called the Dark Don is helping Nazis engineer bio-weapons, Vinnie takes it personally, and the game wastes exactly zero time getting you to the carnage. The biggest mechanical upgrade over the first game is 360-degree free aiming. Where the original kept everything horizontal, the sequel adds genuine verticality - platforming sections ask you to shoot enemies positioned above and below you, and the double-jump plus roll combo opens up movement that actually rewards the chaos on screen. The weapon roster leans hard into the WWII setting: akimbo pistols, a Schmeisser submachine gun, Sturmgewehr assault rifle, MG42, grenade launcher, flamethrower, rocket launcher, and a chainsaw for when you want to get uncomfortably close. It is, if anything, heavy on automatic weapons and light on the kind of weird standout tools the first game carried, but each gun has enough kick and gore feedback to stay satisfying throughout. Co-op is where the game finds its best form. The full campaign supports up to four players both locally and online via Steam, and a smart pick-up system means shared health items and weapons go to everyone rather than whoever dives fastest - a small design call that removes a huge friction point from couch sessions. A separate versus deathmatch mode with dedicated maps rounds out the multiplayer, though the online population is thin at this point and finding a good match takes patience. The campaign itself is the real draw, and at roughly three hours for a solo run it is short enough to finish with a friend on a lazy afternoon without feeling padded. The honest weaknesses are real but familiar: the campaign repeats its gunfight rhythm more than Metal Slug veterans will appreciate, enemy variety took a small step back from the first game despite the new Nazi faction adding some late-game texture, and the fixed control layout (non-remappable on controllers) frustrated a slice of reviewers. Vinnie himself is noticeably quieter with the one-liners compared to the original, which lands differently depending on whether you found his previous quips charming or grating. None of these are deal-breakers - they are the cost of a game that clearly knows its lane and stays in it. For what it is - a punchy, hand-drawn run-and-gun with strong co-op hooks and exactly zero pretension - it delivers. The art direction remains the standout: destructible environments, chunky animations, and levels that shift from rain-soaked Prohibition back alleys to WWII trenches without missing a visual beat. If you bounced off the first entry, this will not convert you. If you liked it, or if you are looking for a short co-op session that does not require a tutorial or a genre briefing, Guns, Gore and Cannoli 2 makes a very easy case for itself. Alex, Scout Team

Tags

steam360-Degree Aiming4-Player Co-opOnline Co-opLocal Co-opDeathmatch ModeDestructible EnvironmentsWWII SettingMelee WeaponsShort CampaignHand-Drawn Art

System Requirements

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Reviews & Ratings

Metacritic
80
Steam
94%(5,458)

Game Info

Developer
Rogueside
Publisher
Crazy Monkey Studios
Release Date
Mar 2, 2018

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