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Ghosts 'n' Goblins Resurrection: Killing Demons in Your Underwear 2021

Klatrymadon

Rei BENSER PLUS
(he/him)
That's a really promising video and I highly recommend watching it. Shows off two possible first stages, if I'm not mistaken (each drawing inspiration from a different game), and they look beautiful and seem to play really nicely! I love that Arthur's "key frames" are essentially the same as ever - I'd argue the new art style is capturing a lot more than it is discarding...
 

Kishi

Little Waves
(They/Them)
Staff member
Moderator
I'm already sold, so I'll be doing my best to stay pure until release. Two months is gonna go by in no time.
 

WildcatJF

Let's Pock (Art @szk_tencho)
(he / his / him)

Whoopee Camp is involved with this. Yes, THAT Whoopee Camp. The creator of the original series is involved! How wild is that.
 

ShakeWell

Slam Master
(he, etc.)
Yeah, I was gonna come here and mention that in a kind of lowkey video they just drop that "YEAH, TOKURO FUJIWARA IS BACK, BABY."
 

ShakeWell

Slam Master
(he, etc.)
New video about difficulty, doesn't explain too much, but I feel like I'm going to default to Legend?

 

LBD_Nytetrayn

..and his little cat, too
(He/him)
I just hope this won't be one of those games that's like "Oh, you played on Easy/Normal and you want an ending? Ha ha, go fuck yourself."
 

Seven

Enters, pursued by a bear
(he/him)
I just hope this won't be one of those games that's like "Oh, you played on Easy/Normal and you want an ending? Ha ha, go fuck yourself."
I remember reading that you won't be able to get the true ending on easy (page) mode.
 

LBD_Nytetrayn

..and his little cat, too
(He/him)
I remember reading that you won't be able to get the true ending on easy (page) mode.

Welp...

HugeApprehensiveKoalabear-size_restricted.gif


I'm outta here!

But seriously, though, I guess I might wait and see a little longer than I was hoping to on this one.
 

R.R. Bigman

Coolest Guy
I assume the highest difficulty level will simply be akin to any of the default modes of previous games in the series. Normal or even Hard should be fairly achievable.
 

LBD_Nytetrayn

..and his little cat, too
(He/him)
Something I was thinking is that it would be really cool if there was a way to play as Maximo here, but make him more of a close-range fighter. The Zero to Arthur's X, if you will.
 

ShakeWell

Slam Master
(he, etc.)
I assume the highest difficulty level will simply be akin to any of the default modes of previous games in the series. Normal or even Hard should be fairly achievable.

In the video, he says Legend is the level where your armor is destroyed in one hit, so that seems to be the case.
 

Peklo

Oh! Create!
(they/them, she/her)
This is out and I finished it. The first loop, anyway! Difficulty was on Knight, or second-highest, for what I assume is the default option--the two notches below are easy ("easy") and beginner, from how the game communicates itself.

I don't know whether the impressions I have about Resurrection are applicable to the series as a whole, because Ghosts 'n Goblins has never been one in constant rotation for me; my experiences with it are there, but they're dim as of right now. I preface with this with the intent to assuage the vets, because it is likely my headspace isn't attuned to the demands of the series as a whole, but with that qualifier in mind: I think this game is good, but I hardly enjoyed any time I had with it. The difficulty defines the series but at least here it's not the kind I find interesting, because so much of it doesn't feel learnable; the progress that eventually occurred only happened after dozens of deaths per stage, simply because the chaotic conflagration decided to give way that time, and not any others, until the next checkpoint could be reached.

The checkpoints themselves define the rhythm of the game because I could not imagine finishing a single stage without relying on them, and so the act of play becomes this piecemeal, compartmentalized series of setpieces that are introduced, the player masters one until they get to proceed to the next one, and the skills acquired or tactics internalized from one to the next feel like they have very little to do with general aptitude at the game or its inner workings, because the challenges are so specialized and diverse (that's also a strength of the design, mind). I "finished" the first act of Resurrection, and saw the congratulatory credits roll, but I felt about as hapless that I'd done so as I did at the beginning.

It is sour grapes to some degree that this is a game I can't wrap my head around how to reliably approach or understand, and the expanded notion of it as a tough-as-old-shoe-leather authentic faux-arcade experience, yet something that has a literal skill tree, saves progress per stage and features out-of-the-way collectables in a way dilutes the design for me because while I could avoid and disable all of those features, the overall expectation and game balancing feels like it's conceived with making use of those advantages as a baseline, and as a result I could never really settle into a comfortable pattern of play with it. Exploration for permanent character upgrades gels well in games that aren't obscenely demanding just to survive in, but Resurrection is, and it makes you feel like you need those upgrades to continue doing so and then places the majority of them in extremely dangerous locations and veritable traps that more often than not result in yet another checkpoint reload. It's a very uneasy symbiosis of the contrasting heritage and the attempt to play nice and accommodate newer design trends.

The customary second loop only seems to exacerbate the woes I had with the base playthrough, as the same stages are heavily remixed with even meaner tricks like almost invisible enemies, literal lights-out sections or otherwise obscured player vision, and the game's reliance in simply overwhelming the player with oncoming numbers. I don't know whether I'm compelled to finish up the journey towards the true end, because the nature of the ordeal before me isn't daunting because it's difficult, but something far worse as far as I'm concerned: it's uninteresting.

At least the aesthetics are impeccable.
 

R.R. Bigman

Coolest Guy
I could not get past the first half of the first stage on Knight, so I started a new game on Squire and still took another hour to beat the first stage. I tried hard not to use the banners of rebirth, but I just couldn't do it the "oldschool" way.

 

Peklo

Oh! Create!
(they/them, she/her)
In recognition of those harder than I: Pekora streamed the game on Legend difficulty, spent over twelve hours in stage 1, and after 305 deaths, finally conquered. It's inspirational!
 
I'm glad I'm not alone in feeling this game is crueler and meaner than others. I played through the first three games in anticipation and it's definitely as hard as the original game, Ghouls N Ghosts and Super Ghouls N Ghosts are much nicer to the player in comparison.

I'm assuming it's because of the checkpoints that the game feels so free in being evil to you, but it's still kind of annoying. I know it's implausible to think a player could get through GNG levels their first time without dying, but I like to think that the game at least makes it theoretically possible. This game is just so mean I can't see anyone making it through a level without dying lots.
 

ThornGhost

lofi posts to relax/study to
(he/him)
In recognition of those harder than I: Pekora streamed the game on Legend difficulty, spent over twelve hours in stage 1, and after 305 deaths, finally conquered. It's inspirational!

Jeeze. In that case, pour one out for poor Korone who will probably spend the rest of her life trying to beat this game if she ever tries it.
 

ShakeWell

Slam Master
(he, etc.)
I'm forcing myself to wait until I finish the video I'm working on, but let me tell you, IT'S BEEN HARD TO NOT START THIS ONE.
 

Ludendorkk

(he/him)
Don't get me wrong, I'm enjoying myself, but I'd have a hard time telling you why objectively -- GnG delights in the sort of unavoidable enemy swarms and gotcha traps that have been colloquially pegged as "bad design" over the past decade, Resurrection is no different, but I'm having fun, so *shrug*
 

Kzinssie

(she/her)
I've yet to even finish the first stage but I'm so happy. I'm so fucking happy, y'all. It's just Ghosts 'n' Goblins, they didn't compromise it at all. I was scared they'd do the Meat Boy thing where it requires extremely tight execution and that's all it comes down to, but it's not that at all - I know people are probably mad about the RNG, but for me that's the only thing that makes endlessly retrying in this sort of game interesting, so I'm very happy it's here. I expect this to get awful reviews but I'm having a great time. My only complaints: I really wish the Super double jump was here, and the new weapons seem pretty bad.
 

Daikaiju

Rated Ages 6+
(He, Him)
Reviews seem to be fairly positive. I mean the game didn't sugar coat the difficulty so that gripe is rather toothless.
 

Kzinssie

(she/her)
Sure, but it's not difficult in the way difficult games tend to be nowadays - a lot of the difficulty comes from adapting to RNG rather than pure execution and mastery. I'm glad it's being well received, in any case.
 

R.R. Bigman

Coolest Guy
I beat the second and third stage tonight! Third stage screws with your ability to see important things like enemies and platforms, which is a shitty thing to do even when your game is not full of infinitely spawning monsters.

My one piece of advice for this game, aside from maybe don't buy it, is to go for the skill tree ability that let's you carry more than one weapon at a time. Having access to both the Knife and the Crossbow, the only useful weapons, is very useful.
 

Kzinssie

(she/her)
Extremely looking forward to seeing what the different weapons everyone decides on as OBVIOUSLY the best weapon to keep in reserve after the knife
 
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