Reviews from

in the past


Clover Studio be like: yoooo why don't we make one of the best videogames for the PS2 to reveal that IGN only knows how to do shitty reviews?

Indomitable human spirit simulator

style - impetuous
defence - impregnable
alexander - great

Godhand's halfbaked ironic tone was
a necessary safety measure to prevent the medium of videogames from totally peaking so early in it's lifespan

It's insane how they made literally the best videogame combat ever in 2006 with God Hand and literally nobody, not even the people who made it or own it, has ever made anything even resembling it ever since.


i wish kamiya would play this game so he knows what fun games look like

So fun you almost forget that every other cutscene has something wildly offensive in it

claramente feito pra mim esse jogo, bom demais tá maluco, únicos pontos negativos são a câmera que se tivesse lock-on seria bem melhor e o pico de dificuldade extremo no final do jogo, no geral é divertido e engraçado pra caramba

I played it again oops

Gene is an affirmative example of healthy masculinity.

One of my favourite games of all time. You punch people in the fucking face.

if you like this game youre a fucking loser

I LIKE PUNCHING PEOPLE IN THE DICK

İt's fun to kick enemy's nuts or spank their ass

This is a video game.

This, is a video game.

This shouldn't have to be said. But ever greater grow the perverse incentives which have led astray this nubile young artistic medium, trying desperately to please the tastes and desires of a growing audience who want video games to be something else. To enjoy God Hand, you have to be a fan of VIDEO GAMES. If this experience turns you away, perhaps you've been lying to yourself that you actually like video games in the first place. Maybe you're the problem.

God Hand doesn't give a shit. God Hand is a game. God Hand will make no attempts to reward or please you through any way other than the satisfaction of play. Mastering a system, making it your own, and overcoming hardships through pure intrinsic reward and intuition. When you play God Hand right, it's like a symphony in your hands.

From a gamefeel standpoint, the words that come to mind are raw, snappy, crunchy. This game is proof that simple is better. Write a system, and trust the player to deal with it. ( And throw in some incredible audio design feedback to top things off )

More games used to be this way. Perhaps it was merely a consequence of an era where developers simply didn't know better, Pandora's box hadn't been opened, they were blissfully ignorant of the power in their hands. But modern devs understand now how to fine tune and cheat gamefeel to be friendlier to the player, ease them into success, give them an edge. What they fail to recognize however is that sometimes that power is best left unused, a temptation of sin that's so hard to ignore when you're overly concerned with playtesting, metrics, and broadening your audience.

When you're so eager to over-engineer your gamefeel, it eventually leaves your game evoking words more akin to gummy, sticky, or prescriptive. Particularly now in taking a step into the past, God Hand is just so refreshing. Animations play, hitboxes clash, and you deal with the consequences.

I had a far better time with it then I expected to have. The game's sense of humor, fantastic cast, and novel surprises were just icing on the cake which kept any part of this game from feeling stale or dull. Even the sometimes excessive repeated content didn't detract to much for me, as it often served to give me an opportunity to display how much I'd grown at playing the game by dominating a once imposing threat in seconds flat.

This game never stops expecting MORE from you. The scenarios are built at your expense, and almost any moment of quiet or reprieve where most games would seemingly step off the gas, God Hand takes the opportunity to sucker punch you, up the ante, lay on the pressure, and let you know that you need to stay on your toes.

This is how you demand mastery. Take the rough stone that is the player, apply enough pressure, and a diamond will come shining out the other end. A game SHOULD expect you to actually be good at it in order to succeed, shouldn't it? If your goal isn't to be good at something, why are you even playing? God Hand understands this implicitly. Having one of the best mirror matches in any game makes it clear what they valued, here.

The only things I could really find to complain about playing God Hand was that the auto-lock-on was occasionally a bit disagreeable, the camera could have benefitted from backing out in a few fights, and that the game ends a bit abruptly. I would have killed for a more bombastic "mine is the drill that will pierce the heavens!" style ending that turned things up to 11, but what is there is serviceable enough.

I laughed, I cried, my wrist hurts. Sounds like any good session of chain yanking to me. What more is there to say?

God of war 2018 if it was a good game

God Hand is a defensive beat-'em-up. That's not to say you can't run up and attack enemies whenever you want (you can try), but the game's bread-and-butter is juggling and launching enemies into other enemies and you need counter-hits and whiff-punishes to do this. An enemy that's just whiffed an attack can't dodge/block anything you do during the cool-down, so that's a good time to get in a juggle-move. Anything landed as a counter-hit (when you land an attack during an enemy's attack during gaps in their combos or before the hits land) will carry its full launch-properties and max juggle-height over. You'll want to launch enemies too because you're not surviving crowd-fights otherwise. Your last option is guard-breaks, which are unreactable at the peak of the game's dynamic-difficulty. You'll have to fish for them instead, which is completely unviable outside of 1 on 1 fights. It's a game that rewards patience and understanding, and it asks you to pay close attention to learn its systems on your own and expects you to go to the lab with the training-dummy. In a word, the game is 'inaccessible'.

The game is also by no means perfect. It's plagued by myriad cheesy-strategies. There's nothing stopping you from cancelling High Side Kicks as you lure enemies over 1 by 1, nothing stopping you from using Roulette moves to skip entire encounters, nothing stopping you from abusing Chain Yanker and Yes Man Kablaam to be fully stocked on tension to be invincible as often as possible, but you'll only be souring the experience by doing so.

I'm giving it a 5/5 because I am absolutely the target-audience, but also because I feel like even with its resurgence in popularity among a small niche from recent exposure it is still not appreciated in full for what it is. It will not cater to those who like the freedom of expression of Devil May Cry and the scattered sub-genres spawned from that release, but it is one of the premiere action titles ever made.

I'm not sick of God Hand yet so for my third play through I decided to do a Kick Me Sign run—a challenge run in which you can never activate your tension meter, and you can never use your special roulette abilities. It's called a "kick me sign" run because in one of the early stages you get a kick me sign slapped on your back, and it drops off when you use those special abilities—I was surprised to learn that the sign is persistent throughout levels if you don't use your abilities. In fact you are rewarded with unlockable music tracks after completing it, though the game never explicitly mentions this run as far as I know, which is an interesting bit of design in itself. You're never technically locked away from using the special attacks either, so there's a level of self control to it. You can even activate the roulette ability to slow down time and make your character face an enemy, and then back out of the menu without selecting a special ability. I learned the hard way to be extra careful about this—if you accidentally hit the special attack and then let yourself get killed so you can start the level over, you'll actually have to go back to whatever your latest save was to get the sign back on your back.

My experience for the KMS run was surprisingly close to my prior play throughs. It's simple enough to live without "Unleashed Mode," which turns Gene invincible and lets you wail away at an enemy while your Tension Meter ticks down; in lieu of that, you're just forced to put more time and damage into enemies, and to be more careful and consistent about dodging. In other words, you're forced to play better. I felt the most pain without that ability fighting the enemies that were really good at dodging you—Tiger Joe, Devil Hand—since the Unleashed Mode gives you a bit of a breather and a level of essentially guaranteed damage. I also missed this mode when fighting the demons, since they tend to run away from you and it can be very annoying to chase them down.

The inability to use roulette moves are a different story, and really highlighted the gaps in Gene's toolbox. For one thing, there's no gap closing technique, no projectile, no easy crowd control move—without these in your back pocket, it can make certain encounters pretty annoying and hard to deal with at the higher difficulty levels. I eventually learned to rely on juggling enemies and separating them to keep things under control. I still don't have a great solution to when the game sends a whip wielder plus a couple of "leader" characters at you (the tall enemies that have some kind of gimmick—axe wielders, knife throwers, etc.). The whip wielder tends to hide behind these leader types, so your best bet is to do some hit and run attacks, but since they're cloistered together it's just as likely Gene will tackle the wrong enemy, and that's a tedious, fraught way to play already. I wish there was a larger variety of crowd control techniques too—there's the round house kick and the quicker, weaker round kick move, but your best move is to juggle enemies and launch them, which takes a lot of patience and skill to pull off when you're being attacked by multiple enemies.

I had a lot of fun with this challenge run but would be lying if I didn't say I found myself frustrated with certain limitations, but this is the first time, after two complete playthroughs, that I have felt that way about God Hand. I wouldn't recommend this challenge run necessarily unless you're like me and are trying to squeeze as much juice out of the game as possible. The in-game reward doesn't feel worth it, and the game feels designed to be played with the special abilities. But I might not completely feel that way once I finish the game on hard mode...

I'm still not sick of God Hand after finishing the run. After my third playthrough, I just wish I was better at God Hand. This time I managed to stay between second and third difficulty for most of the game, with dips into the fourth difficulty mode, but I felt really challenged in third difficulty already...

God Hand’s critical reception has become a notable moment in gaming history. IGN famously gave it a three out of ten, citing bland environments, repetitive enemies, and dumb humor as reasons why this was one of the worst action games ever produced. The game was so poorly received that it lead to the shuttering of Clover Studio, home to some of the most legendary talent in the industry like Hideki Kamiya and Shinji Mikami. Fans of action games still burn at the unfairness of it all, and will gladly take any opportunity to explain why God Hand is actually one of the coolest games ever.

I’m not an action game fan though, so I have to concede to both sides. I think that for a large amount of people, God Hand will legitimately be a three out of ten game. The environments are just as bland as IGN said, and the enemies are just as repetitive. The camera can be extremely annoying, and you’ll die repeatedly from times where it just wouldn’t move fast enough to show you what’s going on. The extreme difficulty can also be a massive turn-off, but this is a point that leads straight into my next thought, which is that this game kicks ass.

The important thing to realize about God Hand is that the intended experience is getting your ass kicked. In most games, death means you failed, but that's not the case in God Hand. This game has a dynamic difficulty system that’s put right in front of your face, and you can watch the meter ratchet up as you land attacks or dodge enemies. At the first level, you can beat up enemies easily and feel like a typical action game hero, but the fourth level is called Level Die for a reason. Enemies will block your combos and throw you off balance, with two hits being enough to send you back to the checkpoint. This enforces a pace where the game is always pushing you one step beyond your current limit, with death serving as a difficulty recalibration. The clarity of the system mitigates frustration, and it can be used to judge how effective your combo strategy is. The build-your-own-combo system seems like it would have a few setups that are objectively better than the rest, but this isn't the case. When checking out streams and let’s-plays, I was shocked at how differently everyone had set up their move list, a testament to how the system is perfectly balanced for anyone's unique style. Making changes and exploring the full potential of each move was incredibly satisfying when I could tell that the changes let me stay on Level Die longer than ever, even when it still meant I would die in under a minute. The frustration with repetitive death is mitigated with cathartic moments like unlocking special God Hand attacks, or in the beautifully absurd cutscenes which release some of the built up tension. I wish I could share some examples of some humorous or rad moments, but considering how rewarded I felt when beating a level and seeing more insanity unfold, I wouldn’t want to give any of it away. I implore that you try out this game, as it’s in my top 5 best games of the year, and there’s nothing out there like it. Play at least through the first boss, and if you aren’t charmed, then I’ll be satisfied that you gave it a good try. That’s what me and the designers have in common: we both want you to beat God Hand, and won’t let you quit until you've shown that you're truly doing your best.

It's like a natural evolution of RE4's tank-action combat, where you run up to the enemy's face and engage in real, blow-for-blow Tekken-style fights, with custom combos and eight-way dodging. A Tokusatsu Western.

everyone knows this game is great. I'm here to tell you WHY. the REASON, it came out great, not what makes it great.

Shinji Mikami is a game designer first, director second. RE1, REmake1, RE4, Vanquish and God Hand were conceived as things he'd seen or played that he HATED so much of how bad they were, he wanted to solve their issues with his own version of them in game form. He UNDERSTANDS games, he knows what makes games good and what makes them bad, and he is the KING of innovations because he has this eye for it.

the thing is, God Hand was one of the smallest, and more importantly, shortest, project he had done so far (with experience as a designer and director). It allowed him to not worry about expectations and just be creative and have fun. THIS is him being a director first and a game designer second.

and what's sad, is that he never got the chance to have that admosphere of development, that small scale project again, and fuck, HE WANTED to, he was PISSED how all his other pitches to smaller and simpler projects were rejected because people just wanted more RE1 and RE4 from him. a lot of his future and the things he did were because of his experience that he had in God Hand

the reason God Hand came out as a great game, is because mikami gave his all just once to want a chance to fully express himself.

but there is a good part of this story, and it is YOU can find more games like this RIGHT NOW!

THIS game is in the dictionary as THE synonym for weird, awkward and obtrusive. so take in Mikami's desire and EXPLORE WEIRD OBSCURE GAMES that you would never in A MILLION years expect to like, and don't just try them for an hour, give it them a real chance, because Mikami WANTED you to give him that chance before but unfortunately his art was too advanced for our time, but for other creators... the time is NOW!!!

"Dragon Kick your ass into the Milky Way!"

Pure action, physicality, and hand-to-hand obliteration. The feeling you get when you perfectly line up your tailor-made combo, juggling an enemy into the air only to hit them with a high kick and send them flying is pure elation. By the end of the game on my 10th attempt at the final boss I was expertly avoiding moves and getting jabs in to perfectly execute Double Shaolin, moving into God Hand mode right into pummel. It's honestly everything you could ask from a game and more. Absolutely brilliant.

El filtro para saber si te gustan los videojuegos.

imagine working at clover studio in 2005, you lean over your co-workers shoulder to see one of the most beautiful cel shaded open worlds ever, flowers everywhere, a luscious white wolf running in the wind.

then you check out what someone else is working on and they're programing a spanking qte...


Video games will never be better than this

RE4 meets Fist of the North Star and it works.

Replay. Having played a handful of "beat them up" games between finishing God Hand for the first time and the second time, it's fun seeing so many of the ideas that God Hand homages. This review is just a note on some of those.

From Final Fight, there's a handful of enemy types—skinny knife throwers, agile women, plump guys, and the idea of tall and short enemies indicating their strength. There's also the "destroy a car" minigame, and in God Hand there's even throwbacks to that 90s style homophobia. From Streets of Rage, God Hand takes the whip enemies, and also the thing where enemies will sit on the ground and get pouty.

After finishing God Hand again, I started playing God Hand for a third time. It just feels amazing to play. The new game experience reminds me a lot of FromSoft in the level of skill (and level/enemy knowledge) you carry over, even though you don't carry over techniques you bought or health or "tension point" upgrades; probably the game I'd compare it to most is Sekiro. When I finished that game, I ended up speeding through the NG+ and didn't die until I got to the burning bull enemy, which was immensely satisfying. On the other hand, God Hand also feels like there's a lot of skill I have left to build. I started playing the hard mode and got my ass beat in the first level. I want to get there, but it is truly difficult.

GOES SO FUCKING H A R D
this is a total asshole of a video game but in the way where you get in the rhythm of it, your reaction times get better
youre actively learning and then the level sinks back down
THAT R U SH OF YOU BEATING THE FUCK OUT OF SIX GUYS ON LVL DIE LIKE IT AINT S H I I I I II T AND THEN YOU CHARGE THAT WILD PITCH UP AND YOU SEND THAT SHIT HOOOOOOOOME AHAHAHAHAHAH ITS SO FUCKING SICK!!!
I dont even think the "eoOOoeOO I AM EVIL SEXEY LADY" shit is cringe i think its more funny than anything else bc of how fast and powerful everything is in this game
Now the story and characters are really not deep at all, not that i went into this expecting such but everybody in the cast does a pretty well performance thats elevated by their VAs
Jean's VA is so fucking good that im surprised this guy isnt in a shitload of other media
he mustve quit, which is sad but god i loved a lot of his weird delivery that reminded me of an old 00s anime dub

My most hated fucking enemy to fight in this game was easily the big dickhead megatron robot because of how sporadic he would move all the time on Lvl Die even though i would Think i read his ass but i didnt
I think that the whip girls are atrocious to fight in a pack though, i usually singled them out when i activated the God Hand Fever because their range is so AIDS!!!!!

but i love the aesthetic, some of the levels particularly in the cave were looking samey up until the end but they were nice and varied and didnt feel like i was purely going down a hallway all the time atleast. Thank god there was no nonlinear puzzle stage or some shit, that wouldve given me a hernia

But yeah the writing is fun and inherently really simple, the moves are incredibly fun to use, theres some dope ass bosses you can deal with and all in all its just a REALLY good time that humbles you and then immediately has you on a power-high when youve jusT KNOCKED ALL THEM BITCHES OUT WITH FUCKING SHAOXLIN B L A S T AHAHAHHAHAHH
play it.
hell, i played it on normal mode so its probably infinitely more accessible in easy mode
Easily one of my new favorite games of all time, my favorite character action game on the ps2 and that credits song is the cherry on top
this shit got me to realize that Capcom's most experimental shit is probably exactly what im looking for in video games
No longer do i just seek games that are weird as hell
but now also dope as Fuck.