Alas, poor Clover Studios, I knew them well. A truly
creative friend, who brought us Viewtiful Joe and Okami, renowned by critics.
And though few were aware, they created the perfect old-school arcade brawler.
An ode to Streets of Rage, Final Fight, and Double Dragon, Teenage Mutant Ninja
Turtles, and just a hint of X-men’s six player mayhem. Clover, however, did it
in 3d.
God Hand is a simple game with a surprising amount of
customization. Like most brawlers, it’s easy to jump in and learn the systems
in place, but the game quickly opens up for the player’s unique style with a
variety of attacks. From the beginning players are given attacks which can
launch enemies into the air to be juggled near infinitely, attacks to break
through an enemy guard, and attacks to knock enemies away. Defeating enemies is
the primary method of unlocking new attacks, which can be added to the combo
button or to a custom attack. Most of the player’s time will be spent mashing
the combo button, which functions as a universal series of attacks the player
sets up to suit his style best, or at least the situation. In addition to the
combo button (defaulting to square), the triangle and X buttons get three
attacks each, determined by the left thumbstick’s position (up, down, or
neutral). Beyond that, there are several pre-defined attacks while the player
is dashing, or enemies are on the ground. All of these attacks can be enhanced
by unleashing the God Hand. A special meter which increases as damage is dealt
powers it, and when it’s activated, attack speed and power increases
dramatically, and damage received is greatly reduced. A proper timing on the
God Hand’s activation can decimate a boss or a room full of enemies.
Well over 100 attacks become available by the end of the
game, giving a massive amount of customization to players. A good combo string
is the key to success. Some players will prefer slower, more damaging attacks
when an enemy is open, others a rapid series that’s hard to block. Placing
special attack types in a combo string, such as launches or juggles, can make
all the difference, as can a well placed guard breaker or chargeable attack.
On top of the combos and other pre-defined attacks, there’s
a significant amount of contextual attacks and weaponry. When an enemy is
positioned correctly or stunned, various attacks for that enemy type are
available through the all purpose “use” button. A rapid-fire stomping attack,
brutal kicks to the face, or a very stern spanking can be unleashed for massive
amounts of damage. If those aren’t enough for your participation in the
decimation, the roulette wheel is available. Special attacks, which can be
projectiles, launches, area attacks, or attacks directed toward one enemy, are
powered by the roulette wheel, which is itself powered by orbs dropped by
enemies. The more powerful attacks require more orbs, up to three. When the
wheel is activated, attacks are randomly placed on a scrolling menu, which the
player can only move forward through. Time slows down (but doesn’t stop) as the
player chooses an attack, and the time to do so is limited. If the time runs
out, whatever attack is currently highlighted is used. Fortunately, the player
can cancel the mode, and getting to the end of the list for the desired attack
isn’t often an issue. Of course, getting a foot to the face will interrupt the
roulette.
Finally, there are weapon attacks. Many items in the
environment can be picked up and hurled, often releasing powerups for the
player and doing significant damage. Other items are kept until broken, such as
girders, baseball bats, or in those rare moments of amazing luck, rocket
launchers. Most of the retained weapons can be stolen from enemies who’ll
already be attempting to use them on the player, however, and they can pick up
dropped weapons.
Unfortunately, the hero of the game is only an offensive
expert who hasn’t gotten the hang of blocking. The game’s defense takes the
form of dodging with the right thumbstick, and area attacks. Fortunately, the
player is provided with radar and the ability to make a quick 180 turn, so
getting pummeled from behind can be avoided if the player doesn’t get tunnel
vision. The game doesn’t get easier for a skilled player though, with an
interesting adaptive difficulty system. Dodging attacks consistently and
defeating enemies raises the combo meter. It’s a four-tiered system which
increases the amount of enemies, the power of the enemies, and the amount of
money the player collects for defeating them.
Between stages, players can visit a bonus stage of sorts,
which is fit with the over the top theme of the game. In the bonus area is a
shop where a player can purchase new attacks and upgrades to health, the God
Hand power meter, or the maximum roulette orbs. Besides the shop, there’s an
arena which has various missions within and enemies to fight, with monetary
rewards which increase with the difficulty of the mission. On top of all that,
easy money can be made or lost inside the casino, which features blackjack
tables, slot machines, and video poker. If that’s not enough distraction on the
side, Poison Chihuahua races can be bet on in the Shop, and can be easy money
when a puppy with 10-1 odds wins.
God Hand is, without a doubt, a viciously hard game. The
lack of blocking combined with the enemies surrounding the player and ramping
difficulty results in a punishing system that can take down the most
experienced combatants. But it’s fair. Dodging is extremely effective and many
circular attacks are available, as well as the enemy radar. Prolific powerups
aid the player and keep health and special attacks at the ready, giving the
player plenty of options in desperate situations (which are a regular
occurrence). Unfortunately, the game’s camera angles can add to the difficulty.
The perspective is a somewhat tight follow camera, which stays directly behind
the player. But when the player is backed into a corner or against a wall,
visibility can drop entirely, leaving the player extremely likely to receive a
tremendous beating.
The overall theme of the game is brilliantly over the top,
giving the Disgaea treatment to the brawler genre effectively, including its
own Power Rangers to beat senseless. A gorilla in a wrestling mask, an S&M
diva, two cabaret dancing men, and a self-built robot are typical boss fights.
Levels have titles such as “Kissing a Hot Chick”, “Naked Shannon”, “Giant Enemy
Crane”, and “Seriously, We Want the God Hand”, and my personal favorite, “Long
Walk, Short Pier.” The entire story is an over the top tale of good versus
evil, with both having half of the world’s ultimate weapon.
Every enemy is designed the same way as the story, under the
theory that exaggeration and taking things to absurd levels is much more fun
than under doing it. And many, many, many enemies are thoroughly recognizable
from yesteryear, some being perfect polygonal copies. Many players will see the
mohawked enemy and immediately recognize him as Donovan from Streets of Rage, a
particularly persistent enemy. And that’s far from the only time it’ll happen
when one of the main villains looks like every Fat Guy Boss ever made, and
fights like them as well.
God Hand’s graphics are solid, but very much have the PS2
feel. Aliasing can be an issue, and things look overly crisp sometimes. While
the animations are solid as are the character models, the world itself feels
rather lifeless sometimes, despite having a tendency toward breaking into
little pieces. But the special effects and character design go above and
beyond, bringing real life into things. The color palette itself is great, and
the traditional palette swap enemies are even present and looking great.
In-engine cutscenes are used often, and never detract from the gameplay.
Audio-wise, every impact sounds brutal, whether it’s a fist
meeting face or a body slamming into a wall. What normally would be a subtle
sound, like a footstep, is magnified, and big sounds like explosions could
rattle a skull. The music itself varies with environment. A funky Elvis tune,
circus music, mariachi sounds, overdriven guitar, it all finds a place in the
game fitting the environment and often the enemies. Classic arcade sounds ring
through when players snag powerups or money. The game’s voice acting is also
somewhat over the top, but intentionally so. It’s appreciated that a game where
the dialogue isn’t truly necessary makes good use of voice actors, considering
recent games that were pure dialogue and made me want to shove a pencil in my
ear. Yes, Shenmue, you’re guilty here.
The downside of the game is that it can and will get
repetitive as is the case with the genre. If you don’t love beating the crap
out of non-stop enemies, this isn’t for you in any way. If that’s your bag,
well, God Hand is incredibly good at what it does. With massive options for
customization, constant adrenaline-fueled fighting, and plenty of twitching,
the game only slows down when players take a break in the casino to gamble up
some extra cash. This is the kind of game that would have stolen the quarters
from every pocket within ten feet in the 1990s, and that is, for me, the
highest kind of compliment that can be paid. Especially since it was released
at the ridiculously low price of thirty dollars.
JIVE Magazine final
score: 4 out of 5 broken fingers