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.

Reviewed on Jan 03, 2021


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