187 Reviews liked by Atomicflame101


"Character action" has never done it for me. I feel the floaty combos and distant cameras really dampen the impact of combat. I'm so glad that we live in the timeline where instead of representing the future of the Resident Evil series, Devil May Cry became its own franchise. Resident Evil 4 was a game that Capcom attempted to make several times, before begging Mikami to come back to the director's seat, and even he scrapped a couple of false starts before he settled on the game he ought to be making. The change in camera was the big thing that players talked about, but it was the shift in focus and tone that really made Resi 4 so beloved by its biggest fans. Mikami had gained skill, establishing multiple complementary mechanics and tying that to a campaign, but he was also more confident in his own sense of humour and whimsy. Resi 4 was a game with a real sense of personality, but it was compromised by the pressures of the surrounding franchise, the publisher and the fanbase. For his next game, he'd disregard all these aspects and make it entirely for himself.

When I first played God Hand, it took about five seconds before I knew I loved it. It's very much built on the back of Resi 4, but makes no apologies for its eccentricities. It takes the weight and impact of Resident Evil 4's shotgun and puts that behind each punch. Resi 4 utilised the sensibilities of modern games just enough to adopt a mostly useless camera manipulation system to the right analogue stick, but God Hand foregoes those conventions entirely, tethering it to your critical dodge system. God Hand doesn't care about any other game. It's fully confident in what it's doing.

God Hand's vibe is a very divisive thing, and not something you can choose to opt out of, but a truly cultured mind will undoubtedly side with it. Its sense of humour comes from a very specific place. It's a deep affection for Fist of the North Star and low-budget 70s kung fu films, but there's so much fondness for late-80s and early-90s action games, too. It loves the ridiculous, digitised voice clips from Altered Beast and Final Fight. The greatest joy is when you encounter an absurd, one-off, late-game disco miniboss, and he hits you with the same audio clips as the standard grunts from Level 1. This is a game full of explosive barrels and giant fruit. Shinji Mikami started production on Resident Evil 4 trying to fulfil the obligation to make his scariest game ever, and by the end, he got so bored with that direction that he created a giant stone robot Salazar that chased you through brick walls. God Hand was the logical next step for him.

There's a focus to God Hand's ambitions that implies Clover really knew what they had with it. A few ridiculous bosses and minigames notwithstanding, the levels are typically fairly boxy and nondescript. All the attention is on the distribution of enemies and items. It's spectacularly un-fancy. Flat ground and big brick walls that disappear when the camera gets too close to them. It doesn't care. The fighting feels great, and we're having a great time with all these stupid baddies. Fuck everything else.

Your moveset is fully customisable. Between levels, you're given the opportunity to buy new moves, and apply them to your controls, either as specials tethered to a specific button combination, or even as part of the standard combo you get while mashing the square button. It offers players real versatility as they figure out their preferred playstyles, and what works for them, while trying something less intuitive can open you up to new approaches. There are quick kicks and punches that overwhelm opponents, heavy-damage moves that take longer to pull off, guard breaks, and long-range attacks that can help with crowd control. There are certain moves and dodges that are highly exploitable, and risk breaking the game's balance. Clover are aware of this though, and whenever they found a strategy that made the game boring, they made sure to penalise you for using it by boosting the difficulty massively whenever you try it.

That's the big feature. The difficulty. God Hand starts out really hard, and when the game registers that you've dodged too many attacks or landed too many successive hits, it gets harder. This was a secret system in Resi 4, but in God Hand, it's part of your on-screen HUD, always letting you know when you've raised or lowered a difficulty level. Enemies hit harder, health pick-ups drop less frequently, and attacks become harder to land. The game's constantly drawing you to the edge of your abilities, and if you die, you have to try the entire section again from the start. It never feels too dispiriting, though. You retain all cash you've picked up after you died, and you feel encouraged by a drop in difficulty. If you do well enough on your next attempt, it won't take long before the difficulty gets back to where it was. There's also some fun surprises for those who get good enough to maintain a Level 3 or Level Die streak for long enough, with some special enemy spawns and stuff. You feel rewarded for getting good, but never patronised or pandered to. Your reward is a game that felt as thrilling as it did when you first tried it.

It's the little eccentricities in God Hand's design that I really admire. Pick up a barrel and Gene will instantly shift his direction to the nearest enemy, eliminating any extraneous aiming bullshit, and pushing your attention towards the opportunity for some cheap long-distance damage. If an item spawns, it remains there until you pick it up, giving you the opportunity to save it for when you really need it, even if the backtracking route becomes a little ridiculous. Since the camera is so stubbornly committed to viewing Gene's back, they've implemented a radar system to keep track of surrounding enemies, and it makes little sense in the context of the scenario, but the game doesn't care about that stuff. It's another thing that makes the fights against gorillas and rock stars more fun, so run with it. Between each section of the game, you're given the opportunity to save, or warp to a kind of mid-game hub world, with a shop, training area and casino, which you can use to unlock better moves and upgrades when you need them most. You can gain money by taking the honest route and chipping away at its toughest challenges, or take the less honourable route with slot machines and gambling on poison chihuahua races. It's blunt, utilitarian, and it's entirely complementary to the way God Hand feels to play.

It's the consistency in tone and intention that completes the package. God Hand knows what it is, and how it feels, and it never betrays that. It doesn't obsess over lore or characters, but it really has fun in introducing new baddies and scenarios to put you in. And I really like its taste. I like that all the big bosses meet up at a secret hell table to exchange barbs between levels. I like the fight on an enormous Venetian gondola. I like the dumb, weird, repetitive soundtrack. The developers are world-class talents, and they just wanted to make a dumb, stupid, fun game.

I probably ought to give the soundtrack a little more credit. This is from Masafumi Takada, out on loan from Grasshopper Manufacture before he became a real gun for hire, working on Vanquish, Kid Icarus: Uprising, Danganronpa and Smash Bros Ultimate. He's great at elaborate, high-energy compositions, but his work on God Hand is some of his dumbest stuff. It's great. The constant Miami 5-0 surf rock, the warbling Elvis boss fight music, and the Flight of the Bumblebee guitar for the fight against a giant fly. He's having the time of his life on this one, fully liberated from the pressures to convey a consistent tone or atmosphere. It's stunning work, and he makes the correct call every time he has to write a new piece of BGM for God Hand.

Shinij Mikami is a bit of an enigma, and his work on Resident Evil has unfortunately typecast him as a horror director, but he's never expressed a real affinity for the genre. He was put into that position under an obligation to Ghouls 'n Ghosts' Tokuro Fujiwara, and the game he ended up making was full of corny heroes and giant snakes. The subject matter was a shock to audiences in the mid-nineties, but in reality, it wasn't that far removed from his work on SNES Aladdin. By my estimation, God Hand's the closest we've come to seeing the real Mikami through his work. He's made Resident Evil 4, and he wants to leave that behind him, but EA and ZeniMax kept dragging him back to his biggest hit.

God Hand feels like the only point in history God Hand could have happened, and it's pretty wild that it did in the first place. I mean, it makes sense that once you hand Capcom the Resi 4 Gold Master disc, they'll let you do whatever you want, but they were so rattled by the result that they fired all of their key talent and started making calls to Canada to produce Dead Rising 2. Confidence in Japanese development was at an all-time low after 2006, and the PS3 and Xbox 360 resulted in some of the most embarrassing entries in many legacy franchises. The PlayStation was born out of a SNES project, and that ethos was what drove the first decade of Sony Computer Entertainment. Afterwards, a new game proposal would not be greenlit without referencing the design of the latest Grand Theft Auto. The Konami, Namco, Square and Capcom that we have today don't reflect who they were in the nineties and early 2000s. To me, God Hand feels like the final page of that chapter. But, man, what a fucking statement to close out on.

Bayonetta has been my number one favorite game pretty much since I first played it back in 2010, but when I had that initial realization I’d honestly barely even scratched its surface. To this day I’m still finding new ways to play and improve my strats, which speaks to just how hard it nails that sweetspot between mechanics that are intrinsically satisfying, malleable, but also highly intentional; somehow it’s the one action game that does everything. The control system is so smooth and flexible it’s influenced every genre title since; knocking dudes into each other or tearing through the battlefield with Beast Within offers a sense of physicality other comparable games still don’t come close to; the enemies are some of the most aggressive, varied and polished you’ll ever encounter in a melee combat game; and all of that is wrapped up in a scoring system that miraculously manages to give you clear rules to work with while still allowing for a huge degree of expression. Even the ridiculous Angel Weapons make sense from that perspective — they give you a generous buffer to use whatever playstyle appeals to you in and still earn a Platinum combo in the end.

Between Witch Time, the equipment system and Dodge Offset, Bayonetta makes it easy to name-drop its most obvious gimmicks and leave it there, but those last two in particular are an insane step up for the genre when it comes to freedom and intentionality. How to trip an enemy up, where to launch them, whether to use magic or not: no other action game makes you consider these questions so actively at this fast of a pace, and I can’t get enough of it.

I respect the hell out of this game, its developers, and community. But I will never play it ever again.

By the way, IGN itself debunked the infamous review. Let that sink in.

this game so hard, i cant focus on fighting

Never played the game but it's bound to be good, because. Well, you can probably guess why.

oh thats my weenie.

that my weenie becoming very big.

virtually perfect game tbh
really great looping map design and while the controls aren't as "tight" as later 2D Metroids at first glance, this places a large emphasis on planning and preparation for inexperienced players while high level players can take full advantage of its quirks and nuances to be an unstoppable tank
there are a couple "well how was I supposed to know that" moments but overall the design does a fantastic job subtly guiding you without ever resorting to holding your hand

Beam ammo isn't a bad idea, you just suck

dog i hate it here so much. i'm minding my own business, poisoning random passerbys with my Pimpy Son Opp, when this guy with a fuck-off arm walks up and starts doing Rising Tackles on my boys. He kicked one of them in the nuts and a crowd cheered. we're in the middle of the desert. I hit him with a club and then he started crying and we all felt really bad. Where's Jagi man. this shit blows, I want to go home.

"Owowowowww, the game hurts my hands!" Has it dribbled anywhere in-between your simpering pauper neurons that maybe your hands are simply not powerful enough for Kid Icarus: Uprising?

In all seriousness, the controls are rough. That's the only negative point against a game that takes the on-rails shooter to new heights. It uses the genre's fixed timing and perspective to launch you through environments with all the flair and chaos of a theme park ride. The game is stuffed with priceless dialog and is overall just a pitch-perfect reinvention of Kid Icarus. It's a real shame there's been no port or follow-up to speak of.

Fist of the North Star but with more wacky bullshit, it's great!
Combat feels like RE4 mixed with DMC with more of a focus on countering enemy attacks and crowd control rather than making stylish combos, it's incredibly hard but very satisfying to learn and the pummel actions never get old (though they did absolutely destroy my arm with all the mashing).

Incredibly invigorating and exciting gameplay, very strong art direction and musical direction and albeit it's got a semi-story but that semi-story and the small tidbits of lore are pretty fun too. I can personally say that this game has a lot going for it, and I'm excited to see where it goes when it's crossing the finish line with ACT 3. The game also gets points for its interactive and cool head developer Hakita. Love you Hakita.

ok so imagine capcom as a mother & all the franchises/IP's they own as her offspring's

they're all at a nice family reunion

resident evil is there
devil may cry is there
street fighter is there

and so on...games that made momma capcom proud just sitting at the dinner table

...and then there's god hand who instead of being at the table is simultaneously smoking crack & having a loud ass threesome with trigun & fist of the north star in the capcom home bathroom for the rest of the family to hear while they try to eat dinner & the threesome is so rough that one of them just fucking dies

thats god hand, im not elaborating any further

Wife caught me doing the spanking QTE