
So that the game makes it so damn fiddly to line a boot up with an enemy's supposed-to-be-broken jaw is just, what kind of design is this?īut then you get it. God Hand is entirely fighting focused-that is all there is to it, save for between-level breaks to shop for new techniques or visit a casino to make money (or, if you're me and you've never understood poker, lose it). Not that you'll always see them, the walls that is-they tend to disappear completely when protagonist Gene is too close to them and the camera's positioned just right/wrong.

And I cackled, too, and cursed, because God Hand is both an innovative game even when played today, and a (by modern standards) broken-feeling beat 'em up that can easily drive you up the walls. The final project of Capcom subsidiary Clover Studio-which officially closed in March 2007 only to be "reborn" as PlatinumGames-is supposed to be knuckles-bleedingly rock hard, so I opted for an "easy" mode slap-about for an hour or so, to see if I'd get sweaty.Īnd I did, just a bit, even on the game's lowest difficulty-because every one of the game's enemies, even the gruntiest of goons, can dish out telling damage if you're not quick with a right-stick flick.

Seeing its tenth anniversary coming up-and knowing all about the wildly varied reviews from the time, ranging from an infamous IGN 3/10 to the BBC TV show VideoGaiden's claim that it's one of the best games ever-encouraged me to dust it off.
