Reviews from

in the past


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.

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

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

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.


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

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.

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.

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.




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.

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.

this is a pimp game. so much fun to play