I was born in 1982, so while I played the Atari 2600 a couple times when I was extremely little, my formative years as a gamer took place in the 8 and 16-bit eras. It was back in this time that Double Dragon was a stand-out franchise that everybody who played games was familiar with. The NES version was an essential part of any discerning 7 year old's collection and I freaking loved it. It was for me, and so many other kids my age, my introduction to beat 'em ups, and man, beat 'em ups where the thing to play.
The game sparked vigorous debate about whether or not video games would encourage America's children to wear cutoffs and have awesome karate fights in abandoned warehouses. I think now we all know the answer. If you don't, then meet me at the abandoned warehouse and bring your cutoffs.
You just couldn't get away from them. Leaving aside Double Dragon and its sequels, there were Konami's TMNT and Simpsons arcade games, which were essential to any proper 90's childhood. Of course you also had Capcom's standard-setting Final Fight, and Sega's standard-raising Streets of Rage series. On top of that there were games that showed clever signs of evolution, like the inimitable River City Ransom, and Capcom's branching-path laden Dungeons and Dragons arcade games. However, as with shooting games, the 32 bit era saw the genre go into a sort of torpor. In both cases (despite arguably the finest possible examples of each being put out on the Sega Saturn in the forms of Guardian Heroes and Radiant Silvergun) they became things of the past, only to resurface with the understanding that they were calling back to a past glory instead of renewing it, and so it has remained to this day. While companies like Cave have managed to bring about a sort of renaissance of shooters, we only see flashes of what beat 'em ups might have become in games like Odin Sphere, or the Scott Pilgrim game.
And there you have it. Its just a sad thing. Oh well. Maybe one day some group of exceptional, gifted game designers will come up with a game that brilliantly marries the concept of beat 'em ups with modern day game design in a way no one had thought of...
JK. More like Final Fight: Streetarded.
...Oh wait, that actually happened. Its called God Hand, and nobody bought it.
Seldom has box art ever so fully captured the essence of the game contained therein.
Made by Resident Evil mastermind Shinji Mikami, along with Capcom's way-too-brilliant-to-survive Clover Studios team, (You remember them? They're the ones that made a better Zelda game that any of them since Wind Waker) God Hand was a unique jewel of a game, which could have resurrected the genre if only people had understood it.
Not pictured: Dying for your sins.
God Hand tells the amusing tale of Gene, a wandering tough guy who's attempt at heroism costs him an arm. However, as luck would have it, Gene is entrusted with a replacement in the form of the titular "God Hand." Sure, there's more to it, but what matters is that this grants him the power to blaze a trail of whoop-ass across a ridiculous Fist-of-the-Northstar-on-methamphetamines universe, fighting thugs, amazonesses, a gorilla, a pair of muscular gay stereotypes, a lovable giant demon named Elvis, a hair-metal guitarist, some tiny poisonous chihuahuas, et cetera et cetera until ultimately having a showdown with the owner of the "Devil Hand" in order to save everybody's day.
God Hand's world is wacky and endearing. I will admit however, that its gameplay takes a minute to get used to, which is probably why many reviewers and gamers so tragically misjudged it. Nowadays, when you buy a game (and it isn't by From Software) you generally do not expect to die on the first level. Modern game design dictates that you start off very gently, with tutorials at every turn, gradually ramping up as you go. God Hand certainly ramps up, but its idea of a tutorial is basically throwing you in the pool until you can swim.
Thanks for pressing start! Okay... go!
The game uses a behind the back 3rd person view more usually (ever since Mikami's own Resident Evil 4) associated with shooters. This can take some time to get used to, but once you adapt it lends a new sense of immersion to this style of game. Where the design really shines is when you start customizing your set of moves to create your ideal beatdown. Instead of having the same basic moveset for the whole game and gradually gaining supers of some sort, you can actually purchase a variety of alternate punches, kicks, throws etc. and set them to the various attack buttons. This creates a set of radically different potential approaches to gameplay, and makes the game's core fighting element feel deep and strategic while still just plain fun. God Hand is not a perfect game, but it is definitely one that should be played and understood. A used copy isn't terribly hard to find, and it recently became available for digital download on Playstation 3.
So where do we go from here? Their are some promising titles coming down the pipeline. Vanillaware's upcoming Dragon's Crown (Link may be slightly NSFW due to huge magic gozangas) looks stunning and (intentionally) hearkens back to Capcom's aforementioned Dungeons and Dragons entries, and there's also Code of Princess, (Link may be slightly NSFW due to huge royal gozangas) which looks fantastic, and is a spiritual successor to Guardian Heroes developed by the original's creators.
What do you think about beat 'em ups? Any favorites I didn't mention? Not enough use of parentheses? Let me know. Keep on rocking in the skull world.





















