Reviews from

in the past


Very fun game. Nice artstyle good music and awesome bosses. Happy that Capcom keeps supporting this franchise even though it isn't a big success. They should've marketed it more though. Still haven't gotten the true ending but I'll keep playing until I get it.










THAT'S ENOUUUUUUUUUUUUUUUGH!

I'VE FUCKING HAD IT WITH YOU CONTRARIAN IDIOTS, FOR THE LOVE OF GOD, YOUR HORRIFIC LITTLE ATTORNEY IS NOT GETTING ANOTHER GAME! YOU SO DESPERATELY CLING TO THE IDEA OF YOUR JOKE DESIGN OF A FIGHTING GAME CHARACTER GETTING INTO WHAT IS ESSENTIALLY THE VIDEO GAME HALL OF FAME, AND IT DISGUSTS ME! IT IS UTTERLY PUTRID! STOP! FUCKING STOP! GHOSTS N' GOBLINS RUNS FUCKING CIRCLES AROUND THE PHOENIX WRIGHT FRANCHISE, IT IS OBJECTIVELY MORE POPULAR AND MEMORABLE, AND 30+ YEARS FROM NOW GHOSTS N' GOBLINS WILL BE FONDLY REMEMBERED WHILE PHOENIX WILL BE ESSENTIALLY WIPED FROM EXISTENCE. HE'S NOT GETTING IN. HE'S NEVER FUCKING GETTING IN. STOP. POSTING. ABOUT. PHOENIX. AND BEFORE YOU BAFOONS LEAVE ANY BRAINDEAD COMMENTS, SHUT THE FUCK UP, I'VE HEARD EVERY SINGLE ONE IN THE BOOK. NONE OF YOU COME EVEN REMOTELY CLOSE TO BEING WITTY OR CHARMING. ARTHUR IS IN. ARTHUR IS IN. ARTHUR IS IN. ARTHUR IS IN. ARTHUR IS IN. ARTHUR IS IN. ARTHUR IS IN. ARTHUR IS IN. ARTHUR IS IN. ARTHUR IS IN. ARTHUR IS IN. ARTHUR IS IN. ARTHUR IS IN. ARTHUR IS IN. ARTHUR IS IN. ARTHUR IS IN. ARTHUR IS IN. ARTHUR IS IN. ARTHUR IS IN.

EDIT: I got the true ending. Sir Arthur is such a great and respectable hero.

Boot up the game on Knight difficulty, thought I was hot shit, you know? Hit the first level, and I got the surprise of my fucking life. I ain't gonna lie to you bruh. I got filtered. I got filtered BAD. How bad? I'm talkin' "Purina Water Filter" bad.

I'm talkin' "industrial grade diesel particulate filter" bad.

Talkin' "Medify MA-25 Air Purifier with H13 True HEPA Filter" bad.

Talkin' "game journalists playing literally anything with a modicum of difficulty" bad.

"Sodium ions attempting to cross the cell membrane from low concentration to high concentration" bad.

"Dodgeball trying to pass through a solid steel wall" bad.

"Working class during the Great Depression" bad.

"Draining pasta with a strainer" bad.

"Ultraviolet radiation across the ozone layer" bad.

"Egyptian army crossing the Red Sea" bad.

"Brazil at the 2014 FIFA World Cup" bad.

So yeah it's some fucked up shit. Cool game tho.




Bai Gawwd this game rocked my shit left and right even on the Squire difficulty. Great level design and the different art for the enemies and backgrounds were damn cool! Lucifer can kiss my grits and to add insult to injury I just might go to church this Sunday!

easily the hardest game in the series (on legend difficulty) - that is perhaps with the exception of the original ghosts n goblins, but the crucial difference there is that this game achieves its difficulty through grueling yet mostly fair obstacles that you can learn to overcome with time and effort, while the original ghosts n goblins just decides to throw a bunch of bullshit at you after the second level. going back to that game made me appreciate all the more how intricately crafted this one is, how it takes something from every prior title in the series to create something special.

typing this out, i'm reminded of another game from this year that represented the revival of a classic franchise: metroid dread. while i initially really liked that game (and still do), i've been somewhat souring on it as time has passed, and that's mostly because i came to the realization that while the reverence it has for the legacy of its series is certainly apparent, it didn't actually meaningfully improve on the formula. for the most part it walks into the same pitfalls as the gba titles, and remains completely outclassed by super metroid. resurrection is a stark contrast; it actually takes lessons from its series history and not only manages to translate the gameplay faithfully to a modern era but improves on its design by leaps and bounds. it's a game that stays true not just to the iconography of the series but its spirit and design as well, while simultaneously not being afraid to make alterations where needed. needless to say, i think it's a great game. it went pretty underlooked, which is a shame, because i think the industry really needs more games like this.


absolutely fantastic, and everything i wanted out of a modern ghosts n goblins.
unfortunately capcom fucked up on the advertising on this game so horrendously that I cant find a single competent guide to help me with this. this game is fucking brutal and i am all about that. unfortunately, im even more about that when someone else tells me how to do shit and strategies.
i dont blame the smart people either, i straight up thought this was a remake of gng1 until like 5 months after release.
shelving, cause i definitely want to beat it, i just cant get myself to spend the 50 hours itll take. GnG GhnG and SGhnG were so much easier compared to this game idk how they did it.

It is a homage to the Capcom classic: a revisitation that refuses modernization, mixes elements from the two original episodes and ties it all together using difficulty as the glue. It is in fact a real challenge that the game offers, made up of countless unsuccessful attempts and inevitable episodes of burning frustration, but at the same time capable of returning great satisfaction the moment one manages to overcome a very hostile point in the campaign or defeat a seemingly invincible boss. Just like in those old arcades of the late 1980s.

I beat the game, and it only cost me my sanity.

Now I gotta do it again

This game pisses me off. As it should. It's Ghosts'n Goblins.

The two minutes that it takes you to get to each checkpoint is terrifying. Super Ghouls ‘n Ghosts was more fun to play, honestly.

es igual de hijo de puta que los originales con la dificultad pero te dan la opcion de bajarsela e incluso tenes un modo camara lenta por si la estas pasando muy mal. lo mejor de todo es lo bien que se ve, los bosses y los escenarios son hermosos (las versiones oscuras no tanto) y el contenido que tiene es bastante, gran experiencia

this is a pimp game. so much fun to play

Immaculately designed CBT

Honestly one of the most pleasant surprises of 2021 so far. I'll admit to being far from charitable when this was first announced, entirely because its artstyle just did not hit my flavour palette right. However, after immersing myself in the game for a while, the pin-puppet and painterly style grew on me immensely, and it all culminates with its wonderful storybook presentation. I particularly enjoyed how even the levels themselves were thoroughly animated, using the tweening animation style to warp unrecognisably at points. Reminded me a lot of Rayman Legends levels.

This is the first Ghosts 'n Goblins game I've ever played, and I'll never pretend to be the biggest fan of masocore style gameplay or anything. But, Resurrection feels so tightly designed I was happy to put up with its cheeky bullshit and finally complete it on Legend difficulty. One thing I was particularly taken aback by was how much depth the game could wrangle out of relatively simple player controls - four directions, an attack button and a single jump with a fixed arc. While the level design is relatively cruel with its enemy placements and platforming, it never feels like I needed anything else. With the chests giving sequentially better rewards and gold armour that powers up your current weapon, every moment acts as a risk/reward assessment that could be the difference between life or death, and it is engaging to wonderfully stressful degrees right until the very end. Memorisation is king, so once I learned that every single hazard, enemy or boss in the game has quirks I could read and exploit, it all felt amazing. Music slaps too.

It does have some things that drag the experience down for me, though. For example, I'm not a fan of how weapon pickups persist through death - meaning that you could have a favourite weapon and lose it semi-permanently should you accidentally pick up something else. This problem is kind of compounded by the fact that the Knife is the best in the game by a shocking margin. Get knocked into a useless piece of shit like the Ball or something, and you're stuck with that until you luck out and get the Knife back again.

Completely unconvinced by the skill tree system in this game too. Levels will have a handful of Whisps hidden throughout; they generally trigger when you perform a certain action and remain permanently obtained even should you die after getting one. Some of which I swear are placed, so you HAVE to jump into a guaranteed death to obtain, and often quite far away from the last checkpoint. I found that this is the game giving the OK sign to suicide runs, which is imo a fuckin stupid plethora of unnecessary deaths for an already hard as nails game. It's a little annoying that there are a few genuinely game-changing good abilities you can unlock through obtaining them, like weapon slots and spell switching. I wish these abilities were just present in the game without such an extraneous system gatekeeping them.
I heard a review for this game mention that Super Ghosts n Goblins has the golden armour unlock unique skills for your chosen weapon, which sounds great!!

Should also note that the game also has a bunch of difficulty options and you can set them according to your comfort level.

Did you know the same director of the original Ghost 'n Goblins returned to direct this game? Did you also know he founded Whoopee Camp, the same company responsible for the Tomba duology? Crazy, right?

Absolutely brutal, but it does its best not to be discouraging. The easier difficulties don't berate you for picking them, and the occasional boss hints will inform you on how close you were to beating them with some nice blurbs added like "I know you can succeed". Doesn't change the fact that this game will nail your feet to the floor and ask you to run a marathon before your bomb collar blows up. The higher the difficulty, the less hits you can take and the highest one removes these extra checkpoints; so as the game puts it "pick your poison".
A huge factor to this games difficulty, and partially its enjoyment, is the use of RNG. Enemies will not always spawn the same way everytime, thus every run is different enough that you have to be on your toes at all times. And this game absolutely swarms you with enemies; but for the most part they will be in a non-harmful state when they initially spawn thus you have a brief moment to adjust to the new obstacle. And it's not like every section is completely random, but you have to be prepared for some on-the-fly decision making.
Another neat feature is that exiting out of a level will allow you to enter it later from your last checkpoint, that way you can take a break if the going gets too tough. You also keep any Umbral Bees, which are used for the... skill tree. The skill tree contains spells ranging from creating a doppelganger to copy your movements, drastically speeding you up, turning all enemies into frogs or stone, turning into a boulder that kills on contact and provides defense, and finding hidden treasure chests. It also provides the ability to store an extra weapon or two, which is a godsend, or a random chance to immediately return to life which I'm honestly pretty iffy about. In fact, I've seen people being iffy about the skill tree in general. I could be mistaken, but these might be people expecting a strictly arcade experience only. Which is fair, but from what I've seen these upgrades are never mandatory. If anything, you can treat them as an additional difficulty setting. You can disable each individual ability, so perhaps you don't want any spells but still want to carry more then one weapon. I personally made very liberal use of this skill tree, but I'm well aware that people have, frankly, gotten sick of this trend.
I wouldn't say this game is 100% fair either. While I personally think games don't always need to perfectly fair on a first playthrough if it means the replay is way more thrilling, if your game is as hard as this one then the "Think fast" moments can really deflate your motivation to try again. Respawning is at least quick and there isn't a live system, in addition to not needing to recollect any umbral bees, so it at least isn't the worst it could be.
Aside from the bosses being a mixed bag, this is otherwise a solid recommendation for those who enjoy pain.

On the positive side of things, the art direction is to die for! I was floored when first loading into a level to see that incredible storybook-like transition. The music is as much of a bop as ever. Some classic tunes reimagined and plenty of new ones to get stuck in your head after numerous deaths. Nice chunky sounds for weapons and hitting enemies, everything feels satisfying to use as a result. The stages themselves are full of love, with many different paths and even a full campaign that parallels the main one. I also really appreciate the difficulty options letting people of all skill-levels to join in on the fun. (Although it seems meant to be played on Knight or higher)

Now before getting into the negatives here I wanna make it clear that Super Ghouls n' Ghosts is very much one of my favorite games of all time, and I'm not here to whine about difficulty. I've always loved the series and Super felt like the culmination and most refined version of the formula. What I'm disappointed with is that, rather than using Super as the blueprint for this game and building upon it, I felt like there were a lot of regressions made here.

First of all, the secret chests. In every previous game what every chest contained was in a fixed order, so you could plan a bit and know what was worth opening. Super introduced a new mechanic where the order would be set until you took damage, rewarding you greatly for playing well. Here in Resurrection, they're either fixed or completely random regardless if you took damage or not. This results in me feeling less in control and more at the games mercy. In the 3 hours I played, I'm baffled that never encountered any golden armor OR got to see every weapon.

Getting the chests themselves to appear is also very mixed, now you have to hit random objects/spots to get some of them to spawn. There was almost a language you pick up on your own in Super when it came to jumping in certain areas to make them appear, I found most of them my first time playing without any sort of guide but here it feels necessary. Some chests are even restricted to specific paths, and if you start ahead of it from the checkpoint then there's no way of getting it anymore.

Remember how getting the golden armor would give you a cool power depending on the weapon you had? Well now the abilities have been separated to a skill tree, and this sounded really cool until I played the game for myself. Turns out you have to grind a bit and get these bees to appear in specific spots, which is also a mixed bag. They can just appear from progressing through the level normally, and some you'd need to follow a guide to find out what to do. One could argue that you could just ignore this system but that would be ignoring a beloved part of the original games!

The last major regression in this was the removal of the double jump. The enemy spawns and spawn rate in Resurrection are on par with Super, but the key difference here is that the double jump gave you a way to deal with them. There are way too many times in this game where you commit to a jump and an enemy spawns right under your feet before you can recover. The double jump was a way to rethink a decision you made while going through a level, and it was intended to fix the exact issue it's needed for here in Resurrection.

Lastly, for a series that was always about memorization and mastering each level, there are way too many variables here for that to even matter. Some enemies will straight up not spawn or change where they appear seemingly at random, some will respawn if you step somewhere more than once, or go offscreen a-la Ninja Gaiden.

TL;DR: Lots of steps backwards in the formula rather than building upon it. Big fan of the series, big disappointment.

The "hyper-difficult die and die over and over again and learn from your mistakes so you get better and better" genre is not for me.

Let me know when they put save states in GnG Resurrection and I'll adjust my score

It's not a party without Arty, and Professor F is back to make sure you know it. While plenty of casuals may not know this series, gaming itself has been shaped by this series as far back as 1985. Even now, we still see games influenced by it: some are pretty good, some not so much. And yet, Arthur is still king.

Over 30 years of tearing apart Ghouls, Ghosts, Goblins, and everything in between show that he's no slouch, and Resurrection is further proof of that. The magic system has been reworked for the better, and there's plenty of passive skills to make the journey easier. Ironically, you don't need any of that to even beat the game.

No amount of level-ups or power-ups can replace your skill and the power of your two thumbs. That's gaming at its core. It's what distinguishes it from books, music, TV, and movies. Even if you watch someone else succeed in a game, it won't ever match the high you get when you do it yourself. It's an inherently masochistic medium that makes you work for your enjoyment. It's not the princess that keeps you going, not world peace, not even a high score. It's the thrill of conquering. It's what separates the casuals from the hardcore. No matter how many times you lose, you keep going until (YOU) win. And in this game, you will lose. A lot.

It's Fujiwara, so it's pretty much good right off the bat. The 1985 release is one of my favorite games. I had game projects in the works when it released and haven't given it my full attention, but the first 2 stages I played were so outstanding it felt like there'd been no gap in development. Definitely going to 100% it at some point.

A great revival of a classic platformer that stacks up with the original games in a lot of ways. I like the difficulty options making the tough-as-nails gameplay a bit more accessibly, while still allowing people who want something just as difficult as the original titles to be able to have their way too.

Apesar de muitas partes arrombadas e da terrivel e terrivel zona 4 (ou mais conhecida como fase 6 KKKKK) o ogo é muito legal cara

lindo pra caralho, épico dms e pra quem acompanha a franquia é tipo Sonic Mania pro sonic, é muito legal ver a franquia tendo esse carinho.

Eu amo demais muita coisa que apresentaram aqui, muitas fases fodas, meio que compilando todas as fases do Ghost n Goblins 1 e 2 só que reimaginando elas completamente até parecerem fases novas com desafios insanamente fodas (zerei no Knight e chorei sangue em muitos momentos pqp) e claro, várias e várias partes injustas misturadas nas 7 fases, e a fase 6 que é imperdoavel.

A trilha também é tipo, divina e os bosses são épicos e bem desafiadores no sentido bom. Agora meu objetivo e TENTAR zerar no Legend, a maior dificuldade, vou tomar no cu bonito mas ai, se for jogar, recomendo a terceira opção de dificuldade, a Knight as vezes é muito arrombada KKKKKKKKKKKKKKKKK

Enfim, brabo pra um caralho, gostei dms

8/10

As someone who's played the original Ghost 'n Goblins I can tell you 100% that game is total dog shit, the game was made stupidly hard on purpose for no other reason other than they still had the arcade mentality of game design.
This version of the game is still dumb as dick hard but it more or less follows the footsteps of game design from Soullikes games, where the game is stupid hard but if you die it's 100% your fault rather than the game just being cheap.

This review contains spoilers

An excellent modern day edition of the NES classic. Despite a few flaws the game provides great challenge and fun.

This will be my only half rating ever.
EVER!

I really really wanna give it 5 stars but the "every weapon but the knife sucks ass and if the RNG decides to toss a non knife weapon at you then you're fucked until the game decides to give you your knife back" problem happens too consistently for it to not be a major problem.

When I got the knife it feels like I'm playing a fantastic action platformer. When I don't have the knife I feel like I'm playing a completely different much worse game.


EDIT: It took a while but I have finally opened myself up to weapon switching upgrade. I have also learned the qualities of other weapons besides the knife, as such my biggest issues with this game have been mostly solved. No longer a half rating.


Bought it at launch because I am a huge fan of the second game in this series and, from what I saw, it looked to basically be "Sonic Mania but Ghosts n Goblins".

In some ways, it is that. I liked how the top and bottom paths on the map took you through different locations from the franchise's history. I also thought the new aesthetic wasn't half bad, although I would've preferred an 8 or 16 bit look.

The problem is that this game takes the weaker elements of the classics and amplifies them to make an experience that is, quite honestly, annoying and borders on meme territory at times. Arthur always moved slow, but here, it's just God awful in relation to everything that is being thrown at you. It never felt unmanageable in the classic games as hard as they were...it just felt like utter nonsense here for the sake of it.

The red devil's AI is also the most obnoxious it has ever been- almost like Capcom saw the jokes and said "let's make him even worse". It's not cute...it's just stupid. It's the same kind of idiocy that plagued Crash 4. (Which if I can be blunt was like the biggest disappointment I've has as an adult playing video games...sorry not sorry)

On top of it, there are now collectibles and a skill tree. I'm not sure why either are here and they just felt pointlessly tacked on tbh.

If you want a good modern spin on this formula, I highly recommend Cursed Castilla. It's cheaper, has an aesthetic and score damn near 1:1 with a late arcade or genesis game, and plays a billion times better. See also the arcade version of Super Battle Princess Madelyn if you're lucky enough to live by a barcade that has it as I am- I hope that gets ported some day.

masochism (noun)
mas·​och·​ism
: pleasure in being abused or dominated : a taste for suffering

It's cool, but man if it is really something on the challenge.

Fun and difficult but probably won't touch again.