r/patientgamers • u/SunflowerSamurai_ • 9h ago
Patient Review God Hand 20 years later
Long post warning. TL;DR: God Hand is a stone cold classic, and does a lot of things right that modern action games don’t. The fact that it was basically made in a cave with a box of scraps can also tell us something about game development today.
Preamble:
God Hand came out at the tail end of the PS2 era, and has been on my to-play list for years. It seems like since I first heard about it, the game has become kind of a meme. A beloved meme though, and a genuine cult classic.
Video games, like any media or art, don’t fall out of a coconut tree. The story of how and why a game was made are as interesting as just explaining whether it plays good (and God Hand does play good).
It was directed by Shinji Mikami: you may remember him from such games as the original Resident Evil, as well as Resident Evil 4. I don’t think it’s over the top to say Resident Evil 4 is one of the best (and most influential) action games of all time. It was produced by Atsushi Inaba (who also did Okami and Viewtiful Joe) and the music was composed by Masafumi Takada (who did among other things Killer 7).
After he made the iconic RE4, Mikami went to work at the fairly new Clover studios, and while waiting around for them to finish their work on Okami, decided to kill some time by pitching to his producer, Inaba, with a lot of the core Resident Evil 4 team.
I don’t know what was said exactly, but I imagine it was something like “I just made one of the best action games ever. Want to see me do it again?” Then he dropped this banger a little over a year later in 2006.
God Hand is a beat-em-up action game with a barebones story and campy characters, and that’s all the setup it needs. It also understands gameplay density, where you’re let loose almost right away with minimal cutscenes or world building. It almost operates on Loony Tunes logic, and draws a lot of influence from classics like Fist of the North Star and JoJo’s Bizarre Adventure, which is why there’s one Youtube comment I saw that keeps rattling around in my brain that went something like: “This is the only game I’ve ever played that makes me feel like an anime protagonist.”
Gameplay:
What makes the combat so good is there’s a satisfying level of mastery to it. You can return to the early areas of the game on a second playthrough and not get bored, because you’ve gotten much better at ducking and weaving and kiting the enemies around the map to where you want them.
I think this is also true of Resident Evil 4. The chainsaw man in the opening village section is terrifying the first time, and you feel like you barely make it out alive. The second time around, you feel like Neo in The Matrix, parrying with one hand and not even giving your opponent the dignity of looking in his general direction.
It’s also a more natural kind of difficulty balancing, where the game will throw you different combinations of enemies and obstacles to test you and your knowledge of the game. The opposite of that is having statistical balancing, where you improve at the game because your character’s numbers go up the more you play.
Your character’s numbers do go up, but you choose your basic attack combo from over 100 different jabs, punches, kicks etc, to find interesting ways to break the enemy’s guard, juggle, or launch them across the map.
You’re rewarded for understanding and having experience with the mechanics. ‘Evade cancelling’ removes the cooldowns from your attacks, and avoids the frustrating problem of your attacks overlapping when fighting crowds, leaving you unable to dodge (worth noting that some games do this on purpose, it just depends on what kind of combat system you’re going for).
God Hand also has dynamic difficulty. The better you play, the harder the enemies hit and the more moves they have. God Hand actually shows the difficulty level in the bottom right, whereas RE4 also has dynamic difficulty but doesn’t show it (it probably wouldn’t fit the tone of that game). So difficulty becomes a reward, not a punishment.
In my opinion what they call ‘tank controls’, and the over-the-shoulder camera, are not always bad. Same with a limited camera view. Like in RE4, that limitation is important for tension, but also for skill/spacing. Where you place yourself in relation to your enemies matters in God Hand, which is part of the difficulty separate from just your raw damage numbers and health bar.
This game didn’t invent spacing, but a lot of modern games like the new God War use a “Suck to Target” system, where the player will glide slightly across the map and latch on to an enemy you're attacking. God Hand does have some auto targeting, but you won’t float over to a target if the game think you're close enough.
What God Hand Can Teach Us Today:
Modern games can learn a lot from God Hand, as I’ve talked about in the above gameplay section. But I think we can also learn a lot by looking at the circumstances of how it was made.
Those circumstances were a space between projects at Clover Studio, where Mikami and Inaba made something that they wanted to make. In a (semi) recent interview, Mikami said: “I thought that for once I could make a game the way I wanted it, not like a professional. I couldn’t hide it, I knew from the planning phase that it wasn’t a game that would sell. But I had done well with Resident Evil 4, so I thought I could use company money to make what I wanted.”
Imagine if more industry veterans, the closest thing gaming has to ‘auteur’ film makers, had the chance to just let loose and make whatever they wanted. We’d hopefully end up with more games like this one. Games that might not look amazing, but play better than most of their peers. It would be like watching an NBA player dunk on a bunch of high schoolers.
It also makes you think about the high barriers to entry for the industry now. Mikami’s career started off in an unexpected way.
“A friend of mine had found a flyer advertising some kind of job fair-slash-buffet party Capcom was holding at the Hilton and he gave it to me because he knew I liked games. I went mainly because I wanted to eat at the Hilton for free, but once I started talking to Capcom people, really getting in depth about the work they do, I thought it sounded pretty neat….” Then the story goes that Mikami and the rest of the newbies were sent to a remote room with instructions to "think hard about game design", then left unsupervised for the day. Crazy to think about now!
Conclusion:
Yeah there are some empty areas and some places that aren’t polished, turning can be a little bit janky when you’re trying to get items in the middle of a fight, and the final boss is… weird. But overall, God Hand is a masterpiece. Whatever way you can, if you like action games, you owe it to yourself to play it.