A Big Thing with videogames these days is difficulty. Difficulty is an especially poorly explored topic, because most videogame critics and designers+ suck at videogames++, and ESPECIALLY at videogames that have Actual Difficulty. Actual Difficulty is a unique beast; it doesn’t rely on memorization, or on setting you back far from where you were+++. It relies on intricate patterns, robust interactions, and strong knowledge of the underlying system mechanics. Actual Difficulty arises solely from strong design, constant testing, and the type of genius that only years of experience can create.
God Hand has more Actual Difficulty in the first level than most designers can fit into their entire game, and all of it comes from constantly varied scenarios that require a mastery of the absurdly robust combat engine Clover Studios birthed.