God Hand, Capcom's Flop That Gave Birth to Platinum Games
We celebrate, 20 years later, the last title from Clover Studio, an action genre cult classic that very few appreciated at the time.
With the progressive increase in production costs, it is increasingly rare for large companies to risk original projects. The problem is certainly not new, but it has become particularly evident in recent years, to the point that we now cheer with astonishment (and a little fear) when the announcement of a new AAA IP appears.
Since Capcom is trying with its Pragmata, due out in a few months, it seems appropriate to return to a period when there was still the will (with reservation) to explore new experiences. Sometimes they worked, laying the foundations for sagas still alive and well, other times not, with disastrous consequences for all parties involved. Today we pull God Hand out of the closet, which this year celebrates 20 candles since its unfortunate debut in stores.
Directed by none other than Shinji Mikami and released in late 2006 on PS2, close to the seventh generation of consoles (which actually began with Microsoft a few years earlier with Xbox 360), God Hand was the last title published by Capcom for the Sony monolith, and the last developed by Clover Studio. The Japanese team had distinguished itself with the excellent Viewtiful Joe and the splendid Okami, but had never been a box office hit, and God Hand fared even worse, leading Capcom to pull the plug. Its members, however, quickly reorganized, founding Platinum Games shortly after, which has given us so much joy over the years.
As for God Hand, today many consider it a cult classic, but it took time to make a name for itself. Critical opinion wasn't even bad, but IGN's 3, for reasons I would say are quite debatable, remains emblematic. Would a higher score have helped it? I don't think so, but it's yet another demonstration of how a dissenting voice is often misunderstood at birth and only accepted when it's too late. And God Hand is really strange. But with character, style, and a DNA that we will find in the future works of its creators, such as Mad World, Vanquish, Bayonetta, and Metal Gear Rising: Revengeance.
God Hand is a 3D action game, in the vein of those “character action” games that were starting to establish themselves at the time. The project was born as a hardcore game for “serious” players, but the script was hastily written after the public appreciated the hilarious trailer shown at E3 2006, transforming it into a kind of parody of the genre. The result is a mix of slapstick comedy, nonsense gags, over-the-top dialogue, and very stereotypical characters, probably offensive by modern standards. It won't be for everyone, but it creates a surreal atmosphere that blends well with the equally eccentric gameplay.
Leafing through the instruction manual, we learn that demons have invaded the earthly world, and only the protagonist Gene, armed with the “God Hand,” can restore peace. But the Clover Studio title doesn't care about the plot and throws us into the fray without ceremony, occasionally offering in-engine cutscenes that “deepen” the characters in its own way. Our goal will be to hunt down the four demonic generals and their henchmen, beating up anything that moves in short levels that seem to mimic '80s anime like Fist of the North Star, amidst desolate lands and hulking figures dressed in rags, leather, and studs. And then there are androids, wrestler gorillas, Power Ranger dwarves, and other oddities that leave a lasting impression.
Controller in hand, the first thing that stands out is the fact that God Hand uses tank controls to move around. They were obsolete already in 2006 and applied to a rather frantic action game, they leave one perplexed, but it makes sense as soon as you start practicing. The camera does not have a lock function (except for some vague adjustments when the target is in range) and the right analog stick is entirely dedicated to dodging, either on the spot or in the indicated direction. This allows you to concentrate fully on duels, which require timing and precision if you aim to emerge unscathed. True, it's clunky, against multiple enemies you often don't know where to look, and keeping your distance is a pain, but no one ever said God Hand was perfect. Consider it one of its many quirks, and you'll soon get used to it.
Also because the combat system is a blast. It's possible to customize every single attack of Gene's basic combo and secondary techniques, choosing from hundreds of more or less conventional unarmed moves. Weak or strong kicks and punches, rapid sequences, guard-breaking blows or lifting the victim off the ground, wrestling-style finishers, “drunk” movements... There's everything, and you regularly get new stuff by buying it in the shop or as a reward for eliminating stronger demons or saving defenseless NPCs. And when you're in a tight spot, you can resort to the “roulette” for pyrotechnic special attacks, like slaps that send the unfortunate target flying beyond the horizon or heel kicks to the groin (be careful though, some enemies are immune to them), or draw on the powers of the God Hand for brief invulnerability.
Our repertoire is as versatile as it is varied, and we will have to learn to use it to its full potential. In addition to the general difficulty level, selectable at the beginning of the campaign, there is a second, dynamic one, which will scale during the session based on our performance. The more skilled we are at defeating the competition and avoiding their assaults, the more the latter will tend to rise, alternating between 1, 2, 3, and “Die.” God Hand is one of those games that becomes less amiable if the player knows their stuff, with opponents becoming progressively more aggressive and reactive, also gaining access to new moves. The big guys with a habit of tanking punches and grabbing you treacherously? You'll see them fly at chin height to hit you with a headbutt. The skinny guys with mohawks? They can detach them and throw them at you like a boomerang.
They hurt a lot more, they are more competent and insidious, but it's certainly not the end of the world: accumulating beatings, the level drops quickly, checkpoints are frequent, and in case of death, you return to full health without any penalty, and if necessary, we can even prostrate ourselves to ask for mercy. There is no real incentive to keep the pace high; you can easily finish the game staying at the lowest levels (read: continuing to take slaps) and unlock everything, except for a couple of secrets reserved for the maximum difficulty and the toughest challenges. The only difference is the amount of bonus credits received at the end of the chapter, which are still negligible compared to the effort required. God Hand, however, knows you're bad. You know it. Do you really want to give it that satisfaction?
The Clover Studio title is one of those works that barricade themselves hard at the beginning, but after a while something clicks, and the experience transforms. I spent the first scenarios fighting with the controls and taking hits from every idiot passing by, even at level 2, already 3 seemed like a utopia. However, by persevering and accepting some compromises, I understood how to approach this unusual action game and reaching the “Die” level was a snap. And I never wanted to stop playing.
Of course, game overs were not lacking, especially against bosses, but I never blamed them. God Hand provides all the tools to flex your skills and clear the field with style; it's up to the player to use them properly. It's mean, but honest, and damn fun, as well as a continuous adrenaline rush and an inexhaustible source of laughter. A gem for a few, but one you'll remember for a long time. Respect it, and it will respect you.
As you can imagine, God Hand has been lost to the annals, and the only way to legally retrieve it is by picking up the original for PS2. The Japanese version can still be found at good prices, and contains the extra CD “God Tracks” with the soundtrack. The Italian one, however, will cost you an arm (pun intended, Ed.), being rare. It's a great collector's item though, in case it tempts you. Unfortunately, I don't foresee a remaster anytime soon, but you never know with Capcom...