Disclaimer: There are few games I care for as passionately as God Hand, so I'm going to give more than my two cents here. Have a whole buck.
If you don't feel like reading all this, let me just direct you to the two best reviews of the game, which pretty much sum up my feelings but more better-like.
God Hand avant garde video review:
http://www.actionbutton.net/?p=645God Hand review:
http://www.actionbutton.net/?p=541Gamerforlife wrote:I didn't like it quite honestly despite the cult status it has among beat'em up fans. The controls are weird with that stupid right analog to duck thing. When you have to mash the analog stick repeatedly to dodge a whole series of moves it just feels awkward and annoying
This is all largely a matter of opinion, but I might just point out that by applying the dodge controls to the right stick, it allows you perform four different types of dodges simply by flicking your thumb. There IS no more efficient way to allow the player to dodge. Most games make you hold lock-on, the direction you want to move, and press jump. But God Hand is supposed to be a game of reflexes. One of the constant aims of this game is to test your split-second decision making.
People always compare it to Final Fight-style games, but it really isn't like one at all. It's probably closer to a tradtional 2D fighting game than anything.
Gamerforlife wrote:The game is too random(random health items, random demon appearances, etc.). The game is not a true test of skill since getting through an area successfully might ultimately come down to whether or not you were lucky enough to find health items or power ups and lucky enough to not spawn a demon encounter. When luck factors into a game, automatic fail. Particularly when it's one of those games that is trying to appeal to the hardcore gamer that wants a tough game that can legitimately challenge their skills. Your skills aren't being challenged in a game where at any given time you can get a lucky break(randomly spawned items/power ups)or get screwed up the ass(spawning a bunch of demon encounters). God Hand is fifty percent luck, fifty percent skill and that makes it a bad game
I would say the three major pillars of God Hand's gameplay are 1) crowd control 2) reflexive action and 3) split-second adaptation. (I know this is starting to sound like the most pretentious post ever, but I'm serious. Few, if any, actions games have EVER stimulated my brain as much as God Hand. The inner monologue of urgent strategizing that goes on in my head as I play this game is constant and frantic. It's maybe my favorite game of all time, or definitely one of them.)
The point I want to make here though is that while you're right that luck is a factor in God Hand, ultimately I think what the game wants to do is always throw a new set of conditions at you every time, and say, "Here's what you get this time. DEAL WITH IT." It wants to keep you on your toes consistently. The random item factor prevents you from "memorizing" the game on repeat playthroughs, and in theory, prevents you from ever relying on item drops because they're never something you can count on. I would say that that DOES make the game a true test of skill--at least as much as a game that has unrandomized item drops, if not more.
Gamerforlife wrote:The whole difficulty system of the game is stupid to. No matter what difficulty you set the game on, it can change it at any time during gameplay which completely robs the player of any kind of choice
Again, this is to keep you on your toes at all times. You're right that you can't "choose" to make the game easy (the harder modes are pretty damn hard no matter how much you "Level Down" within them, so I doubt anyone seeking a difficult experience is dissatisfied here). The game automatically scales the difficulty to match your skill, so you can't force it to stay "too easy", but that's hardly a flaw, if you ask me.
Gamerforlife wrote:The graphics are ugly too. God Hand is a game that wants to get by on its gimmicks(the weird humor, over the top moves, etc.)to hide the fact that it is badly designed
I think God Hand gets by on its play mechanics, and while there are cosmetically ugly things about the game (some bland backgrounds, lots of wall clipping, poison chihuahuas), I don't think that's an issue of "bad design", so much as lack of funding. And for a project like this, you can hardly expect a big budget. Also you gotta at least like the character models for Gene and what's-her-face.