![god hand game mikami head god hand game mikami head](https://www.giantbomb.com/a/uploads/screen_medium/9/91051/2244080-godhand__7_.jpg)
The+knights+in+Res+Evil+4+and+Goof+Troop+share+similarities. Every night, I replay that encounter and cry over what might have been. Or notice how the grenades were colour co-ordinated. He looked at it, then at me, and the look on his face said "What do you want me to do with this?" I wanted you to praise it, Shinji. Unable to speak Japanese, my opening gambit was to grin lots and demonstrate devotion by showing a picture of my perfectly arranged Resi 4 inventory – true fans know what I'm talking about. After a hard day's interviewing, the genius was exhausted, slightly sullen, and almost entirely hidden under a baseball cap. True story: in early 2010 I met Shinji Mikami. LOS+GOOFIADOSThe greatest game ever made, and I don't want to hear any whinging about this, is without question Resident Evil 4. At the very least, it's a world away from chucking apples and swinging swords. You'd be hard pushed to call it profound design, but it's intricate, wringing multiple functions out of a single item and changing up situations to make you use them more subtly. You soon realise that walking around with your hands up lets your character catch anything thrown at them – setting the stage for barrel battles with equally gifted enemies, and marking the end of days for the bloody annoying cannons. Even Goofy and Max's most basic ability – picking things up and chucking them – has a hidden depth. The+bell+is+an+early+example+of+Mikami+using+items+in+different+ways.
God hand game mikami head full#
Even cuter is a bell that's used to taunt enemies: initially, it's only used to pull pirates out of the way, but later on it's used to line foes up behind a single block before booting it through them, guide a dumb fatty through a mini-maze to step on a pressure plate, or pull a group of unkillable enemies from a room full of treasure into an empty cell. In the right environment it can even be used to poke baddies off the end of a ledge. Take the grappling hook: it's used for stunning enemies, creating rope bridges, and pulling faraway objects into your hands.
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Goof+Troop's+grappling+hook+could+be+used+a+number+of+different+ways. (Alright, perhaps not.) The game's items aren't one-use instead, they slot into multiple roles as the game progresses. Were some of gaming's greatest adventures formed in the white-hot crucible of a Goofy puzzler? Can we find the origins of Los Ganados in the terrible pirate crew of Keelhaul Pete? Let's find out! WEAPONISING+GOOFYIn single-player Goof Troop, you dual-wield the game's tools, which was clearly the inspiration for Halo: Combat Evolved's weapon system. There are health pickups, extra lives and the odd continue, but this is no cartoon cakewalk. It's also an awesome co-op game, built around using Goofy and Max's complementary abilities. It's a top-down 2D puzzle game, and it's set somewhere totally divorced from the cartoon's slanted suburban aesthetic – a tropical pirate island. That's what licensed games were in the '90s (and, often, what they still are now). You take Aladdin through various levels where the backgrounds come direct from the movie, with props like apples and Apu to get the maximum possible Disney look. One of the earlier projects Mikami worked on, Aladdin, is much more typical – a decent but entirely standard platformer with all the wow factor in the visuals. YES NO The first thing to say about Goof Troop is that it's not like other licensed games of its time. Then came Goof Troop, and Mikami's first credit as overall 'game designer'. Two Disney properties followed (Who Framed Roger Rabbit on GB, and Aladdin for SNES) with Mikami in the same role. Mikami's career began at Capcom in 1990 as a 'game planner', and the first title he worked on was a simple Game Boy quiz title that never saw release outside of Japan: Capcom Quiz: Hatena? No Daiboken. Shinji+Mikami:+the+man+behind+Resident+Evil+4,+Vanquish+and.+Goof+Troop.
God hand game mikami head series#
We all know his masterpieces – but what about his early work? What seeds of greatness can be found sprouting in the very first games that bear his name in the credits? This article is the first in a series looking at the early days of today's great creators: the (often licensed) properties they began on, and whether there was any glimmer of genius that hinted at the future. These days, he's the head of Tango Gameworks and working on a secret game that will definitely be brilliant. 03 (shut it haters), Viewtiful Joe, Resi 4, God Hand, and Vanquish. These are the selected highlights: the first Resident Evil, Dino Crisis, Devil May Cry, P.N. Shinji Mikami is a developer with the kind of CV that makes you go all warm and mushy on the inside.