The people who praise this game don't actually play it and I don't blame them for that because it sucks to play. I blame them for pretending to like it though, they should stop doing that.
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The people who praise this game don't actually play it and I don't blame them for that because it sucks to play. I blame them for pretending to like it though, they should stop doing that.
>filtered by tank controls
cube kiddie probably pretends to be a big RE4 too lmao
>le filtered
Quickest way to spot someone who is completely disingenuous in their appreciation for something. As if pretending to enjoy playing garbage is some exclusive club.
Filtered
>another Fromchud filtered by a real action game
Many.Such.Cases
>dogshit hand
>real action game
The game is an asset flip.
HOW
You have 5 minutes to explain
It's just a cheap cash in on the RE4 engine like Dead Rising Chop Till You Drop. But that DR cashgrab doesn't have goons and youtube essayists trying to convince you its good so nobody cares.
>cash in
Clover studio was made for the purpose of making unique AAA games. Mikami described development as having near total freedom.
You are dumb or delusional, its one of the least cashgrab games ever made
>Clover studio was made for the purpose of making unique AAA games
They pretty clearly failed in their mission.
>Mikami described development as having near total freedom.
Also clearly a huge mistake since it sold like absolute shit.
>complains about cash ins
>then complains about sales
Retard of the year award goes to (You).
It was a cheaply made game and yet it still didn't sell enough for Capcom. It was simply a bad game and everyone knew it. If for whatever reason they decide to rerelease it then it will flop again despite having a "fanbase" now.
They rereleased it on the ps3 and its one of the most popular ps2 classics on there
so not an asset flip then
>retard doesn't know the meaning of asset flip
lol'd
This.
God hand haters are the one who never played it beyond 5 minutes, they sucked got killed and blame the game
I have a physical copy of this game and beat it nine times. Fuck off.
I can't even imagine the kind of mental illness required to play such a shit game to completion 9 times.
Have your opinions, little bro, I don't care that you waste your miserable fucking existence inventing narratives in your head about how nobody could possibly enjoy a game and then commit your harebrained thoughts onto a mongolian goat herding imageboard while somehow trying to spin it that they are the mentally unwell ones. Just don't say things that are patently incorrect.
I find the game to be an interesting case where the gameplay is just not fun at all but the "style" of the game attracts an audience. That audience clearly doesn't actually play the game but it managed to attract them from online discussions and youtube essays years after its release.
See, that's a more digestible and discussion worthy statement that I can actually attempt to engage with.
I think with the era we're in, it's becoming more socially acceptable to talk about being a fan or enjoying something like a game without actually interacting with it. Not something I agree with, personally. Hell, I only got the game because of Pokecapn's LP on SA a million years ago, but I went out and actually bought a copy of the game. Not sure how feasible that is nowadays. I know it was on the PSN store on the PS3 for a bit and God Hand is extremely easy to emulate since it's not particularly demanding. I don't really agree with the fact that it 'is not fun at all.' God Hand has a lot of unique shit going for it. I really enjoy the adaptive difficulty mechanics and the fact that it is actually a demanding game as long as you're at level 3 or DIE, and the combo building system is a lot of fun to fuck around with, plus there's a ton of interesting tech. I uploaded my own findings for something I discovered back in the day on Kungpaofu. It's the kind of game that, even if I played it that much, I could pick it up again and be rusty as fuck and get my ass beat. Not a lot of single player games can get that out of someone. I do think playing God Hand "optimally" is a lot less fun, though. HSK cancelling and chain yanker+YMK strats are fucking lame.
Playing it optimally is the only way to consistently succeed on level 3 or die because the game just throws all semblance of balance and fairness out at that point. That's really my biggest problem with the game, I hate it when you're required to play the game around the developer's bullshit design choices rather than the game they intended for people to play.
> bullshit design choices rather than the game they intended for people to play.
So, the way the game is intended to be played
just play on easy and be done instead of complaining about the game being too hard.
There's a difference between a game being hard and a game being poorly designed. You can play around the poor design choices by being a cheap bastard yourself, it's just not good gameplay.
Just because it's hard doesn't mean it's poorly designed, you thinking it's cheap to abuse the game mechanics to stay on top is your own personal problem and that simply can't be solved
Don't know what to tell you. There's plenty of people who have done KMS runs or things like death shudder without needing to resort to anything like that, it's clearly possible.
I do infinites on trident demons though. Every time. I fucking hate those guys.
>it's clearly possible
Here's your fun action game dude. I love kiting enemies around and using the same two safe moves over and over.
It requiring such inorganic gameplay is what makes it poorly designed. You can't convince me this game was designed around kiting enemies and doing hit and run tactics like its Diablo.
>inorganic gameplay
what does that even mean, the game controls are fantastic and everything is cancelable, allowing you to move out of danger on reaction alone
> You can't convince me
Of course not, you are not here to be convinced, you just want to cry about the game being too hard for you.
>what does that even mean
I mean the game was clearly not designed to be played in the way you need to on its highest difficulty. Therefor the game suddenly plays differently which is mega shit design.
>was clearly not designed to be played in the way you need to on its highest difficulty
The game plays the same on LV1 or LVDie, you getting hit and dying is on you.
>The game plays the same on LV1 or LVDie
Just a complete lie and anybody who has ever played the game knows it.
So how is it meant to be played?
>Just a complete lie
How is it a lie?
Does the game stops you from using your many roulette moves, your dodge or your attacks? Does the game lock you in place so you can't fight or run so you don't cornered?
No but it does force you to kite enemies around because they all attack you at once, so every single run becomes a launcherfest to separate enemies constantly.
this seems to specifically be a challenge run not editing the moveset at all. not sure that's a fair evaluation of a game one of whose main selling points is the huge customizable move pool
as for kiting enemies around, positioning has been an important aspect of beat 'em ups since the beginning, and it's perfectly reasonable for a game that emphasizes crowd control as much as GH does
>this seems to specifically be a challenge run not editing the moveset at all
All the other runs are going to be people using either the same cheese or something even cheaper.
The point is at the highest level the game falls apart and becomes a battle between the player and the game for who can be the cheapest.
But this isn't the highest level of the game. This is a challenge run. I feel like those are separate things. You don't get anything for doing a kick me sign run other than a costume and you don't need to do it on hard and everything else in the game is available to you other than unleashing/the roulette wheel. I'm not sure how valid it is to say that you have to play safer and differently on the hardest difficulty as a bad thing. Is that not true for basically every game ever created if you intend to play the hard mode or put self-imposed restrictions on you?
I do believe some enemies get additional moves on higher difficulty levels, so I wouldn't say it plays the *exact* same, but that's mostly just splitting hairs. I will say Elvis's jump slam attack is a hell of a lot fucking scarier on level die though, lmao
Viewtiful Joe upgrades enemy ranks and removes attack indicators (among other changes) on its highest difficulty and yet it still plays the same and is completely fair. God Hand just breaks its own AI and becomes a completely different game, one that clearly was not very considered by the developers.
Also, ultimately, I may have used a bad talking point. Death shudder is a giant fucking pain in the ass, you really do have to play like a pussy, but I also think it was intentionally overtuned as an encounter because if I remember right, that's the first actual opportunity you can get to fire off shaolin palm, and if you're smart about it, you use it there and kill everyone except the scripted trident demon spawn
I generally do two filler opener attacks with a multi-hit on the third strike. Enemies always felt more likely to guard near the latter half of your combo, so once you get into a 2-3 hit sequence they're probably going to block. To that end, I would heavily recommend putting guard break on a separate button, having it at the end of a combo means you can't conveniently access or cancel into it. Your standalone buttons should be something you can start throwing preemptively before enemies get to you for big hits, huge knockback/stagger moves or moves with iframes like drunken twist. Charged attacks are good, too, if you fight a skinny bastard enemy and cobra twist them, you can easily fully charge any chargable attack after they fall out of it if they don't die, it's a bug.
he can still upgrade his basic techniques, yet didn't. this isn't highest level, this is deliberately gimped. it's like saying that highest level dmc3 is played with only rebellion and the pistols with no unlockable moves.
Upgrades don't even matter that much when the best technique is launcher or high kick spam. That's already basically optimal gameplay even without any upgrades.
It's got a huge amount of moves, most of them just being the same move but doing 10 more damage. The rest are completely worthless and don't do anything. It's a pseudo deep game with the illusion of design.
I listed the most extreme possible situation. I would hardly call it an objective measure of general gameplay. If you are a regular player, you are not doing a hard mode KMS run and you would probably just line these guys up and shaolin palm them.
>KMS
>No Upgrade
>No Damage
this is not how the game is meant to be played
Trident demons are actually really easy to deal with in one of two ways
One is if you get close and they have the Trident you can lock them in a loop where they'll eat a few hits, swing high letting you duck and counterhit sweep breaking their animation, repeat
The other is taking advantage of the fact that blue demons can't quick rise to just keep doing something like palm smash on them every time they try to get up
Right, the infinite. Like I said, I usually did that.
Great Sensei is a motherfucker but he's a lot less bad once you know his two main AI quirks of 'never get far away from him' and 'don't back him into a corner because if he backflips in a corner he just decides he's far enough away to clone himself'. At least I feel like that's his thought process.
This guy actually played God hand and can articulate a real flaw.
What about the anti GH cucks? All they do is call it shit, or call something terrible with no elaboration. They never learned the game, they gave up, like anything else in their pathetic lives they quit when it got too difficult
I’m sorry anon but I don’t like the game, so it’s really not plausible that anyone could genuinely like it. You’re just pretending, you probably even fooled yourself into thinking you liked it but you actually don’t.
nowhere near as many minigames as party babyz, absolute disgrace of a title
>HAHA I REFERENCED THAT OTHER GAME THAT WASN'T EVEN REVIEWED BY THE SAME PERSON! DO I FIT IN YET?!
bought the game in 2009 and played it through once on normal but got filtered by hard.
Makes sense. Hard mode you see just how terribly thought out and implemented the mechanics are.
op can't beat Elvis lol
play on easy you bitch ass bro lmao
filtered
YOU'RE NOT ALEXANDER
the "humor" isn't funny, tryhard to be funny THE GAME it's stupid.
God hand is funny, Saints row is funny, Borderlands is funny.
Stop trying to seem mature and then praise Soulsborne, Last of us because those games are equally if not more cringe
Soulschud games and Last of Us are all shit too you fucking ding dong
I don't think I have ever enjoyed dodging in a game like in this one.
if you emulated it, you didn't really play it.
that's not an elitist thing, ps2 emulation has native input latency and god hand is designed around the line between reactable and unreactable. if you add input lag then you are not experiencing the game as it is supposed to be experienced and of course you're going to think it sucks and is unfair.
without changing the moveset,
you press down and square when enemies block, you break their guard
with the left analog you evade,
evading forward you duck,
downward you do a backflip
left and right, side step
while evading you are somewhat invincible but it depends on the attack
taping forward twice you run
when the skull besides your life bar goes up, the game becomes more difficult, but you have a special attack with R1 to lower it.
in the shop later on you can raise your health, special attack orbs, and god hand meter.
play it on easy if it's too much for you
You're not Alexander.
I played and liked it
Got filtered at the hard mode stooges fight on the big robot rig though
Viewtiful Joe is way harder and more bullshit than either of those two.
those fucking helicopters man. I beat it, then I saw an optimal way to do it, but still didn't get it
Hey OP how many posts do you have ITT about a game older than the average poster on this board?
It's really one of the worst games I've ever played but Ganker loves their circlejerks over shit games to feel unique and special and above everyone else who just "didn't get it". Most forced game on Ganker
DIDNT READ THIS GAY BAIT THREAD
BUT I am playing this game for the first time, it is very fun.
What moves should I be looking out for? How do I guard break effectively? Is this moveset good?
Also what determines if an enemy becomes a demon?
>Also what determines if an enemy becomes a demon?
There are predetermined enemies that can transform, so don't worry about it
Demons are set per area, so you'll always get one in one spot, two in another, etc, but the exact enemy is loosely randomized.
Also pretty sure long straight is real good. There's one punch that has way higher speed and priority than it seems like it should, so it makes for a great opener, and it's probably long straight.
GET Guard break off you combo string. It can be used on reaction or prediction so make it your square + back if thats comfortable
Learn how strong the up dodge is by use
Also Learn your built in moves such as up dodge + triangle is always a low damage sweep
not this guy but oh yeah, also, whenever you change up your moves, go fuck around with them to see what you can duck dodge cancel out of. Duck dodging is strong as fuck. It avoids most attacks and it's fast, spammable, and it can get you out of the ending lag of a lot of attacks. Yes Man Kablaam is idle after hit for a million years but you can just duck and boom you can keep going
Absolutely false. You cannot guard break on reaction. Enemies will randomly guard after a random amount of attacks and the time you have to hit them is in the single digits of frames.
The most efficient way is to put a quick guard break on the 3 or 4th attack, so you do land some hits, they guard and you instantly break it. You're a complete idiot if you keep spewing this nonsense from Gamefaqs about not putting guard breaks on your combo path.
Ive gotten all 4 records and only ever used manual guard break, even on hard mode. You need your combo to be fast hits so you can cause daze faster. Putting guard break on your combo is a fast way to make them counter you
This post is so loaded with retardation I dont know where to begin LMAO
Currently at the tail end of my hard KMS run, just beat devil Shannon at about the 4 hour mark. Square jab - triangle hook chaining was a bitch at first to time but it's strong as fuck
You're both retarded
Guard breaking on reaction is not going to work for most people above levels 1 and 2 where most enemies parry after one block and block after 0-2 hits.
Putting a guard breaker in your combo is still retarded because enemies that aren't blocking will counter the guard breaker.
You generally want to guess when you need to break and if you guess wrong it won't matter if you duck to get rid of the recovery and counterhit jab.
I answered your guard break question already above
Your moveset is dogshit
Square combos should always start fast so you can stuff enemy attacks. There's basically no reason not to keep jab on square 1. From there you at least want to keep square 2 as a fast single-hit move. Multi-hit moves are ok for later in the combo but not for the punches you're using to look for a guard break.
Avoid having moves with launch or juggle properties in your combo
>Moves to look out for
Hand plant kick is upper invincible and juggles for the back+triangle shoryuken or forward+triangle jumping roundhouse
Mach Speed Jab is a near instant stun after a guard break and can stunlock the mad midget 5
Palm smash is a useful too for dealing with multiple elites that are too heavy to juggle
Drunken twist dodge cancel cheeses the shit out of sensei, otherwise one of the hardest bosses in the game
>Enemies will randomly guard after a random amount of attacks and the time you have to hit them is in the single digits of frames.
Now you're just being stupid on purpose.
He's right though.
No, he absolutely isn't. Guard breaking is extremely forgiving. I don't even think it changes from difficulty meter. The only difference is how often/quickly they guard and how inclined they are to counter attack you if you do a guardbreak into an enemy that is not guarding.
>I don't even think it changes from difficulty meter
Way to out yourself, retard. Enemies guard after less hits the harder the level is, they lower their guard after blocking faster on higher levels, and they block your attack and put you into a recoil animation more easily on higher levels. The only way to reliably break an enemies guard on level die is to throw out random guard breaks.
>I say something incorrect because I haven't played the game in probably fifteen years, I even used the qualifying statement 'I think' because I wasn't 100% sure
>WAY TO OUT YOURSELF RETARD
See, I feel like I'm not the retard here, because guard breaking enemies was something so fucking simple that it's not something I etched into my fucking memory because it was nowhere near as 'impossible to do' as you're claiming it is with it on down+square? It's really just a rhythm. Do two/three hits of your square combo and you can just throw the guard break in just to fish because you just duck after that and are safe in neutral again if you really can't just react.
Yes, you fish and cover the recovery, you don't guard break purely on reaction on level 3 or DIE
Sorry bro, I call people retards because it makes me feel better. But yeah it's basically as you described.
It's cool, it's Ganker. I can't even tell if I'm arguing with someone who has played the game at all or some random falseflagger most of the time. I'll admit it's been fucking forever since I've played so I don't have all the mechanics in my head like I used to, but I just really don't remember guard breaks being that bad. I never put that shit in a combo though. My third square slot was usually that triple punch you get early game
some moves have a rhythm like xxxox where your attack launches them if u attack them during that window
this helped me first time i played
also if ur on normal just have fun
I played it and I love it. I just hate the final 8-1 level, it's literally impossible on KMS
shit thread
>shitting on God Hand
I don't normally say such extreme things, but you genuinely deserve to be repeatedly punched in the testicles until you lose consciousness from the pain. Fuck every single atom that makes up your body.
cast it
t. not Alexander
Cope
I did play this game. I liked it. For all of its flaws. I like how you can customize every step of your combo and moveset. I like how it encourages you to play smart with various states of enemies like the launch and knockbacks. I like the dynamic difficulty that changes how enemies fight and react at higher levels.
Tank Controls aside, having all the kinds of dodging on the right stick is pretty cool.
Whenever a God Hand poser gets uppity, just remind them that the game was a massive flop. Literally the Forspoken of the PS2 era. Outright killed the studio.
While I'm at it let's nip some common misinfo in the bud:
-straight does not start up fasted than jab
-alternating arms does not speed up combos
-mike kob's videos are done with save states and are not how anyone actually plays the game
>Hear for years about how supposedly clunky and obtuse this game is
>Finally play it
>It literally just controls like RE4 but you punch shit instead of shooting
>There's also a forgiving dynamic difficulty so getting stuck is basically impossible.
Why you morons so bad at games
Yeah even people that literally never learn how to play can muddle through with god hand and lucky pickups thanks to level 1 being absurdly easy and eventually giving you a huge hidden point debt that stops you from going up to 2
t. not Alexander
t. bitch whose style is not impetuous enough