the fundamental mechanics are not well thought out, after the usual main back and forth there are not many things that keep the game interesting besides the gimmicks because the design asks so much of the risk and reward dynamic so straightforward.

in games, decisions go beyond solution = problem. you go into intricacies where future and past decisions affect the way you move, interact, and the world changes. etc, etc. the closest the game comes to this is the weather system and the ship's camera mechanics, that absolute carry the game btw, one of the best things it has to offer.

if the game starts to design and focus more on how to make the game NOT break down and run out of replayability after a week maybe the game will transform into something really special, in the meantime, it is worth seeing the potential it has to offer

platformers are not a series of hundreds of indexes to choose from to press the right buttons at the right time to keep doing the same thing over and over and over again. platformers are first and foremost, movement, and secondly, context.

the context of being catapulted over a pit passing different hazards falling on you. board a boat in order to enter a pirate ship, find a way up and confront the captain in the plank. accidentally enter a world with all its fauna simply navigating through while you go to your destination, climbing on top of each of them to navigate the terrain.

platformers are about the feeling of navigating in a world that is constantly asking you, are you here, and answering it directly, that yes, you are here. living and experiencing the world, passing through your senses, embracing you, thanking you, for being in here with them.

"in videogames, an interaction set in context is a word, an arrangement of interactions is a sentence, a group of like arrangements is a paragraph, a level is a page, a world is a chapter, and a game is a story"

a story that leaves you with memories.

either alone or sharing the experience with a friend, it's the perfect game to replay after years or even decades later. almost like the experience of getting up in the morning to watch your favorite show, it's always there for you.

remove assault boosting, hard lock-on, and make long range weapons more effective thank you. is still really simple but nothing wrong with that, specially by how polished the game is. the story can be a little difficult to get into but it gets really good at the end

place your player in a sufficiently free space where they will notice how enclosed they are, move carefully, strategise your route, and above all watch where you are going because THE WALLS MOVEEEE!!! and they are called zombies.
add the fact that the game offers you to use any object as a resource for you to experience the struggle of survival, while constantly trying to save others who are going through the same thing. funny characters that in no way spoil the overall supremely atmospheric feel of the game. knows very well what the game is and genuinely offers his total honesty

the inclusion of the double jump is genius. it gives you a degree of freedom that makes the game super fun, because it's a jump that you have to commit to, but you can still modify your trajectory to the options the game gives you WHILE wrong decisions punish you for not having strategised adequately. every decision you make with the jump has future consequences with risks and rewards depending on what you choose to do.
including the typical GnG gameplay loop about showing you a challenge with minimal randomisation to maintain variety while setting on stone how you can complete it, it hooks you in... Simple- challenging fun!

Whenever you think about the kinds of things you can experience in video games, sooner or later you come up with an idea that everyone has thought of at some point, and you inevitably ask yourself, "Why hasn't anyone made it?". It feels good to know that at least one of those times when you wondered about it, IT was made. now with 100% more cute anime girls!

everyone knows this game is great. I'm here to tell you WHY. the REASON, it came out great, not what makes it great.

Shinji Mikami is a game designer first, director second. RE1, REmake1, RE4, Vanquish and God Hand were conceived as things he'd seen or played that he HATED so much of how bad they were, he wanted to solve their issues with his own version of them in game form. He UNDERSTANDS games, he knows what makes games good and what makes them bad, and he is the KING of innovations because he has this eye for it.

the thing is, God Hand was one of the smallest, and more importantly, shortest, project he had done so far (with experience as a designer and director). It allowed him to not worry about expectations and just be creative and have fun. THIS is him being a director first and a game designer second.

and what's sad, is that he never got the chance to have that admosphere of development, that small scale project again, and fuck, HE WANTED to, he was PISSED how all his other pitches to smaller and simpler projects were rejected because people just wanted more RE1 and RE4 from him. a lot of his future and the things he did were because of his experience that he had in God Hand

the reason God Hand came out as a great game, is because mikami gave his all just once to want a chance to fully express himself.

but there is a good part of this story, and it is YOU can find more games like this RIGHT NOW!

THIS game is in the dictionary as THE synonym for weird, awkward and obtrusive. so take in Mikami's desire and EXPLORE WEIRD OBSCURE GAMES that you would never in A MILLION years expect to like, and don't just try them for an hour, give it them a real chance, because Mikami WANTED you to give him that chance before but unfortunately his art was too advanced for our time, but for other creators... the time is NOW!!!

I think I'm not the only one who was attracted to this game for it's supposed exploration of taboo concepts. many games nowadays and media in general are cowardly in exploring "uncomfortable" topics.
I think games like these should be made even if they are disgusting and repulsive. even if what they have to say is basic or inconsequential, helps the medium we love so much to evolve and give us new things to talk about, to explore, to connect with.
this game is bad though, but that just means that someone else will play this, be inspired to make something similar and good, and we'll have more games worthy of being proud to call art.

you know that copypaste of "I want shorter games with worse graphics made by people who are paid more to workless and I'm not kidding"? yeah is pretty [REDACTED] but this is really what people mean when they say that kind of thing. have to say, I agree!

Videogames are so fucked. If this game were to come out today, it would be so revolutionary that it would be considered ahead of its time.

amazingly detailed presentation, from cleverly reusing assets to creatively using original ones, level design that never gets old, whether it's a gimmick or different terrain combinations that requires all of your character tools to be used effectively. with these different characters that encourage your own way of approaching the game. Each one being special in their own way. the game just screams pure fun and sense of comfort.

not only is it a good game in its own way, it also greatly enhances the flow of it's inspiration, Sonic, on a moment to moment basis. having an I-FRAMES on command move helps a lot when navigating levels at high speed, and when you don't have one, smart use of your other tools means you don't have unfortunate crashes that can cause frustration with the level.

if I could describe this game in a way that would entice anyone to give it a chance, it would be SONIC 3&K + MEGAMAN X, especially with its collision system. a pity that the storyline offered is a fucking embarrassment.