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We live in a society that keeps throwing around the term "Souls-like" as if it were candy, so I cannot get far too upset when someone calls a game with a lot of bullets a bullet hell.
By the way : One of the word that the game's marketing used for describe it is "manic", you know, like in Manic Shooter. A term that is used on similar yet distinctables ways and meanings.
I'll give it a shot, even if I'm not him. I'm inclined to agree with Wesley on this topic, even if I think arguing over it too much is silly.
Usually, a danmaku/bullet hell game is characterized by having a small, often well-marked, hitbox with an extremely high density of bullets. Moreover, dodging the bullets primarily relies on finesse and forethought rather than fast reflexes (although reflexes are necessary) - the bullet patterns are usually intricate. For example, Touhou is the canonical danmaku game.
A shmup in general need not have the above traits. For example, Geometry Wars 3D is rarely called a danmaku/bullet hell game, even though it is definitely a shmup!
If you suck at these games, then your natural definition of "bullet hell" would be "any game that is too hard for me" - the patterns would all feel intricate and detailed, and you would lack the finesse required to dodge through any real pattern. On the other hand, a highly skilled player might have a more strict definition of "bullet hell" than a novice would - perhaps going as far to call certain games "not bullet hell" even if the bullet density is absurd. The line between "bullet hell" and "not bullet hell" is a bit fuzzy, primarily for this reason.
Carelessly calling a lot of shmups "bullet hells" is a bit annoying to someone who has played enough of these games to have an opinion on where that line should be drawn, which is why Wesley is upset. To be blunt, I feel like it is unproductive and needlessly provocative to say that Wesley is being ridiculous in pointing out that there is a difference. Sure, it may be pedantic, but someone who has played these games for sufficiently long has probably earned the right to be pedantic.
1. Very untrue, look at almost any arcade game.
2. True for basically all shmups, of any sort. Bullet hell, if anything, tends to use far more randomness than the classic "old-school memorizers".
3. I'd much sooner say Donpachi, which predates (and influenced) touhou, but honestly I'm not sure what "the canonical" danmaku game ought to be. It's definitely not touhou though.
To me, small hitboxes, 30+ bullets (give or take) on screen, and use of randomness are the core aspects of what I'd call bullet hell. Less important but common aspects are intricate scoring mechanics, bombs that make the player invincible, player shots autofiring in a continuous stream. This game fits the bill without question. If you think it doesn't then I'm wondering where you actually draw the line. Personally I think the average psikyo game flirts with the very edge of what can be called bullet hell. They have the bullet quantity but with biggish hitboxes and very little randomness.
I heard this sentence from someone, it's not technically clear but kind of neatly summarize the difference between shmups and shmups that are a bullet hell: in shmups you shoot 'em up, while in bullet hells you dodge 'em up.
With this sentence I could say it is based on what action the game tries to emphasize, and the player try to focus on most of the time.
A simple and accurate summarization of the difference in concept. This isn't rocket science.
I would not consider it pendantic as having a topic you are passionate about is usually a good thing. Given you are more immersed into it due to interest and or skill you are likely to get an individual taste and thus become a little picky with things you want to spent your time with.