Ghosts 'n Goblins Resurrection is NOT "Clunky" or "Outdated" | Review

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Ghosts 'n Goblins Resurrection is NOT "Clunky" or "Outdated" | Review. This game is the rare example of a revival of a series that is not only faithful to the original difficulty and design of the previous games, but actually even pushes the difficulty concept even further. I remember this game being notorious upon release, with a lot of reviews calling it "Clunky" or "Outdated" (in so many words). The discussion around this game's difficulty has been an interesting one, because a lot of more experienced players do seem to appreciate how ruthless the game is, but not even the positive reviews of the game seem able to justify why it's style of design is good, beyond just being difficult.

It is funny how many salty reviews this game has managed to generate, if you are bored one day, just go through and read some of this stuff on steam. My favorite quote in a negative review reads: "The best way I can describe playing this game is like going on a date with someone who thinks embracing and acknowledging their toxic personality traits instead of changing or fixing them somehow makes it cute and quirky." Not only is that a funny way of describing the game (you all know I enjoy dating analogies), but it also does poetically describe what good difficulty design looks like. Great difficulty is a game that is fundamentally challenging and pushes on the weaknesses of the player's move-set, but is also so fun and compelling that you cannot walk away until you win.

As much as I enjoy this game though, and as impressed as I am with a lot of its more hardcore choices, it isn't perfect either. There are some aspects of this game's design (like bad RNG, an overly wide aspect ratio, and the need to item farm) that I think could have been improved. Still though, the fact that the game is so uncompromising with most aspects of its design, like the player movement, shows that someone, somewhere, in Capcom can still appreciate the style of games that got Capcom their legacy reputation as top tier game designers in the first place.

Sadly, I do wish the game's graphics and music were more impressive, they're not bad but they're meh overall, but I suspect that Capcom were really limited with the budget of this game, considering it probably didn't sell well overall. The all time peak of the game on steam is only 257 players, versus Mega Man 11 which had 1,605.

Right now you can get the game on Steam, PS4/PS5, Xbox, and Nintendo Switch. That being said, I strongly recommend the PC version and advise against the Switch Version, since the PC has the least lag and the Switch has the most. And in a game this demanding, input lag is the last thing you need to deal with.

As always, awesome thumbnail created by @boghogstg, he also has some fun clips that he contributed to this review.

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00:00 "Clunky Controls" is a Cliche
03:00 Player Expression Needs LIMITATIONS, not just options
08:00 GOOD Difficulty Attacks the Player's Limitations
11:50 BAD RNG Vs. GOOD RNG
15:50 The Aspect Ratio Issue - 16:9 is Too Wide Un-scaled
19:30 The Game Needs an Arcade Mode - Boghog's No Death Journey
23:30 Graphics and Closing Thoughts

#ghostsngoblinsresurrection, #megaman, #bullethell







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The Electric Underground presently has 18,438 views for Ghosts 'n Goblins Resurrection across 1 video, with his channel publishing less than an hour of Ghosts 'n Goblins Resurrection content. This makes up less than 0.09% of the total overall content on The Electric Underground's YouTube channel.