Remasters are fickle little things. They've given new players a chance to experience the great games of yore, but the quality of the original product doesn't always stack up to modern expectations. Even games from a couple of generations ago can often enter the contemporary realm with archaic mechanics and creaky concepts that were once considered groundbreaking and innovative. Almost three decades on from its original release, that's the reception that awaits the classic action-platformer GODS and it rises once more as – wait for it – GODS Remastered.
Back in 1991, GODS was a revelation. And that’s not even the sound of rose-tinted hyperbole. These were the early days of video games, a wild frontier where the constraints of tapes, floppy disks and cartridges were giving us plenty of forgettable pap. But amid the games lost to time and bargain bins, a crack team of programmers and designers from the UK offered a shining beacon of quality. Having already made waves with shoot-em-up Xenon II: Megablast and cyberpunk sports sim Speedball II, The Bitmap Brothers now turned their attention to the humble side-scrolling platformer.
Taking Greek myths and legends as their creative inspiration, the duo created something truly unique at the time. In the shoes of an unnamed hero (blessed with huge muscles, naturally), you'd explore various locations across Greece as you attempted to save your lofty deities in exchange for your own entrance to godhood. What made it stand apart was the strength of its AI, which would adapt to your skill level and move to intercept your position, as well as the pace at which it doled out puzzles, exploratory sections and boss fights. Success was no longer about predicting patterns, but knowing the limits of the hero's jumps and how best to use each ranged weapon in a given level. Even the music was glorious, especially that opening title theme. It was, and still is in many ways, a brilliant landmark in gaming, but 28 years is a long time for any classic to remain unscathed.
With developer Robot Riot Games on board, GODS Remastered arrived on other platforms last December, and so now it finally makes the odyssey-like journey to Nintendo Switch. The result is something that certainly looks remastered, with new HD graphics, 3D models and new level assets aplenty. There's an extensive new soundtrack as well, and you can switch back to the old look and sound of the game – in true retro remastered fashion – with a simple press of the right analog stick. The problem is that's where the significant changes end. Those modern updates are only skin deep, and nearly 30 years on, some of those unique design choices begin to irk more than they impress.
Part of GODS’ charm was always its difficulty. In 1991, the stiff character movement and basic combat model – where you’re effectively throwing blades across the screen like a stripped down side-scrolling shooter and jumping and ducking until the enemies in front of you are finally dead – were so common in practice they were practically acceptable. But if you’re picking up GODS Remastered for the very first time, you’re unlikely to appreciate the brilliance of its level designs and the challenge of its random enemy movements and simply chalk it up to dated mechanics. Unwieldy controls and stiff character movement were just par for the course in the early ‘90s, but even those who did play the original will discover this classic has not aged well.
However, look past the ravages of time and some of the things that made GODS so lauded can still be found and appreciated. Its intelligent incorporation of environmental puzzles still offers a genuine challenge – especially in the latter two areas – and you’re going to end up scratching your head in frustration before you punch the air in glee as you finally open the correct door with a lever that’s long eluded you. Solving these puzzles will also increase your score and bag you extra cash, which enables you to buy better weapons and items in the shop in-between areas. However, the part of the game that removes any overpowered weapons or items from your inventory before taking on a boss is still there, so don’t think stockpiling certain gear is a viable tactic. Because it still isn’t.
Conclusion
GODS Remastered is an odd remaster. The brand new visuals help give this incarnation of Ancient Greece a far more agreeable presentation with a proper lighting system, some much-improved character models and a soundtrack that helps do justice to the unforgettable original. But peel away those cosmetic changes and you’re left with a once brilliant action-platformer that has not aged well. Compared to the side-scrolling platformers that followed – including Metroid II: Return of Samus, which came out later that very same year – GODS’ groundbreaking approach to AI and premium presentation quickly went from innovative to a creaky old fossil. This remaster is faithful in its desire to retain the meat and bones of the original, but that’s also its undoing.
Comments 48
I don't remember clunky controls being par for the course and accepted in the early 90's. Yes some games were but they would be called out for it, like this game was. By the early 90's we were used to games like Sonic and Super Mario World, which have better controls than many modern games. In my opinion, the very best games from the 16 bit era are the most timeless.
Laughable. It's an insult that this slew of dreadful so-called 'Remasters' have been released. Please do a review of Impossible Mission, it is dreadful.
The Bitmap Brothers put out some true classics, and this was one of those games I wanted as a kid but never had the chance to play, I'll probably pick it up in a sale now.
The updated graphics look hideous though, reminds me of those Mecha Tales games.
The music was only good on the Amiga version and when it was ported to the megadrive and SNES it lost what made it so impressive in the first place and putting it on console only highlighted how bad the controls were, remember most Amiga games only used 1 button its also ridiculously hard and not worth the struggle
Not a fan of the new graphics, which also happens with Super Street Fighter II Turbo HD Remix / Ultra Street Fighter II, R-Type Dimensions and The Secret of Monkey Island Special Edition, but the game itself is one of the classics I always saw on magazines and never played.
If it goes on sale, which it will eventually, I'll probably get it.
Loved this on the Acorn Archimedes. Loved everything Bitmap Bros back then. I reckon 'GODS Resurrected' would have been a better name. Anyway, where's Magic Pockets?
Was this really a classic? I've never heard of it.
There is a pretty good remake of Archon on PC that I wish I could play on the Switch.
That surely was a classic.
Wonder Boy was essentially the same thing (new graphics and sound over an old game) and some of the outdated mechanics were annoying. But I guess the original had more charm and the new look was exceptional.
What's with this "unnamed hero" business? It was always Hercules! And the new graphics is hideous. But since you can switch to the nice looking bitmap graphics of the original, I'll pick it up when it goes on sale, partly because nostalgia and partly because I want to see if I can finish it now when I'm all grown up. But it's far too expensive as it is now.
I had this on the Amiga, and would definitely pick it up if the retro filter is based on the Amiga version, but the price is ridiculous. Will wait for a sale.
I would however pay that for a replica Amiga version of Speedball 2 and Xenon 2 on the Switch.
A few years ago I got hold of a Megadrive version of Speedball 2, the sound was awful, and no “Icecream”
I really enjoyed this game back in the day. One of my favorite things about it was how the levels were full of optional puzzles and secrets to find.
I have to agree with all who had complained about the new graphics, though: The levels themselves look pretty good, but the sprites are truly hideous. They look way worse than the original ones!
@OorWullie This is not a platformer in the same vein of the Mario or Sonic games of the 90s. Mario and Sonic are really nimble characters whose main strength is their capacity to avoid dangerous enemies and traps. The main character in Gods is a bulky warrior and the game is much more combat oriented. I can see why someone would call Gods a platformer, but it doesn't have much in common with the Mario or Sonic games and I don't think it makes much sense to compare it to them.
Great review👍
It's worth mentioning that this remaster runs in 60 fps, in both classic and remastered mode - a much smoother framerate than the original 25 fps.
I guess this might be considered a classic for a Euro platformer but it's pretty bad compared to its contemporary (or earlier) console platformers. Its slow and clunky with that terrible framerate which seems par for the course for Amiga platformers. Maybe I'm not so fond of it because I don't have the nostalgia? It's cool for people that love it though!
@twenty90seven Really? Good to know. In the YouTube video I watched it looked like 30fps.
I utterly adored this game on Amiga and on PC when they came out. It's not a hard game you just have to practice. Everything the Bitmap Brothers made was amazing. But the cover banner graphic of this remaster is awful, weirdly the original cover graphic stands up as an incredible piece of art and is well worth looking up.
But its price is ridiculous. I'll wait for a sweet sale and enjoy it as a treat.
@Kochambra I wasn't really comparing them. I can remember God's releasing back in the day and being criticised for having clunky controls. My comment was in response to the reviewer saying clunky controls were par for the course back in 91 and almost accepted,which isn't true. Certain Amiga games ported to console could be clunky, Shadow of the Beast comes to mind, but generally console/arcade games controlled very well and had done for a while. The year God's released, 1991 was the same year games like Sonic, EA Hockey, Quakshot, Speedball 2,Road Rash, Streets of Rage released. The standard was pretty high at this point.
Can’t believe that price - £17! So hard to justify when you have games like Hollow Knight going for £11. Surely a more realistic price point would be similar to the Sega Ages range at around £6?
Wow, looks like crap. Not going near it. I guess this is part of NL's position of "we review games worth playing."
I always thought it was quite average when it first came out on the Amiga. I cant say I like the generic 3D models that replaced to great original spritework and I would prefer either enhanced sprites or 2D drawn artwork...but that mean more work and higher costs and this seems to be more of a go at making a cheapo remaster than something with some care.
It really wasn't very good first time around, aside from the graphics and sound.
@OorWullie Sorry to insist, but you are comparing Gods to games from completely different genres. Yes, I know you're just comparing their controls, but my point is that the main character in Gods doesn't need to be as nimble as Sonic because it's a completely different kind of game. The main character is bulky and moves stiffly and the whole game is designed around that. It is more akin to something like Taito's Rastan or DataEast's Robocop than to any Sonic or Mario game. In those games you always shoot/hit first and move later, because your character's main strength is its power of destruction, not its agility. As the reviewer says, the "stiff character movement and basic combat model" that those games have was quite popular back then.
So, to get back to your point, sure, there were games back then with nimbler protagonists and I'm sure that one reviewer or another probably complained about the stiffness of the controls in Gods (a console player, I'm willing to bet), but there also were quite a few popular games with stiff bulky characters and simplistic combat. Come to think of it, wouldn't the Castlevania games fit neatly in this same category?
@8itmap_k1d Your comment completely disqualifies you to use that avatar picture. Please return it to the front desk ASAP
You'd think a God would be as skill- and powerful as Bayonetta and Superman combined, but the disappointment in this game came from false expectations. It's a slow puzzle-platformer, not a fast action-game.
I remember it as a decent game for the time, albeit it an extremely typical game from the Amiga scene. Which is to say, a game few would appreciate on its own merits now.
This is just a visually more muddy and far less consistent release of the exact same game. It makes Monkey Island Special Edition look like an A+ effort.
I appreciate the sentiment of bringing these games back, but there is a more elegant way to do it.
The Bitmaps were really overrated back in the day. Lazy Atari ST ports which ran like crap on the Amiga. The art was good of course, but was hampered by atrocious frame rates and a colour palette limited by the garbage Atari ST.
Gods was never up to much, and the visuals on this remake are a text book example of how not to redo pixel hard. It's truly hideous. Look at Wonder Boy Dragon's Trap to see how to do it. This is just an eyesore.
@Kochambra
I don't think this was ever the Bitmaps' best. It has some ideas I really like, and I don't even mind the stiff controls, but the enemy placement can be horribly cheap. I've gotta go for Chaos Engine and Speedball 2 as their two top games, and those two hold up beautifully. I played through CE just a couple years ago and it's almost like a top-view Doom in feel. But Gods? I want to like it so much more than I actually do.
I DON'T WANT GODS I WANT SOME MEGABLAST!!! Pretty please.
I could definitely go for Speedball 2
looked amazing at time for amiga controls were god damn awfull tho. Hasnt aged well.
@ramu-chan You do realize that Gods was a 1990's game and Wonder Boy Dragons Trap is a 2017 game?
I never liked Gods on the Amiga, and it’d only be worse now. Although I was a fan of most Bitmap Brothers’ games, and I’d love to get Xenon and Xenon II on Switch.
I had this back in the day on the Amiga, never like it. Much preferred Leander or Wolfchild.
@spirit_flame It's a remake of a 1989 Master System game.
@ramu-chan apologies, did not realize that.
Unfortunately, he wasted his time on updated graphics as nearly everyone turns them off. The game is close to the original which I have played to death on the Amiga but little things miss the mark. The sound effect from the stars of invincibility that swirl around you after being revived from death are not quite right and if you put headphones on with the switch the sound is terribly compressed and downright awful. So close but yet so far.
I've played the original but can't quite remember what platform I had it on - Atari ST maybe? All I remember about it was that I paid too much for it and played it for maybe a total of 30 minutes. Not my bag whatsoever. Still, I want worse games remastered so to each their own.
I’d honestly just rather a Bitmap Brothers collection with save states, button mapping and rewind features. Leave the assets intact. Basically the Sega Mega Drive Collection but for the Amiga.
@nmanifold Leander! Whew, that takes me back. And you’re right, it was a much, much better and more interesting action game than Gods, which I completely bounced off back in the 1990s (apart from the theme tune).
That price point though.
This is exactly why the eshop needs stricter control.
Break it down by system and cap the price ranges for each to exceptionally appropriate values by today's standards.
Nes - 0.99
Super nes - 1.99
N64 - 2.99
And so on. For example.
The best solution going forward is for Nintendo to release emulators for each of their old systems as free downloads.
Once launched they would all contain their own specific stores with appropriate pricing.
This would
A) clean up the main switch eshop of retro games.
B) spark an entirely new market for every single game ever released on a Nintendo platform. (Could easily be ported to other platforms)
C) ensure that there is a certain level of quality and consistency being met through stricter certification due to it running on Nintendos official emulator.
D) ensure that we can maintain our libraries in a digital future and not repeat the whole process again every new gen.
E) not diminish the perceived quality of far superior games because of a false price points.
F) not able to "hide" their game with top tier games using false inflated pricing. Which is ultimately predatory considering the demographic of the brand. Unsuspecting consumers that don't frequent gaming sites are easily tricked into buying some of this junk.
@Kochambra Differences in genre don't matter in this case. Clunky controls are clunky controls and are inexcusable in any genre. Just because the game was designed around them doesn't make it good; it'd be much better with less clunkiness. Even other action-platformers of the time like the classic Mega Man and Metroid games knew how to get the controls right, and while I've never played a Castlevania game, I've never heard of those games having clunky controls, either.
@Itzdmo
You say "by today's standards," but by today's standards, games cost according to how good they are, how rare they are, or how popular they are. None of it has to do with age, graphics, or the technology employed.
Some of the most expesive collector's items in games are NES games. Some of the most refined gameplay experiences ever designed are SNES games. And THE best reviewed game in history is an N64 game.
How would it align with today's standards at all to sell these games at a much lower price than (for instance) a new independant developer's first download-only puzzle game experiment that does the job, but only hints at his future potential as a designer?
@BulbasaurusRex What the reviewer says is that the game has "stiff character movement and basic combat model" and "unwieldy controls" (not clunky), which I think fits the classic Castlevania games that I've played well enough. I'm no expert in Mega Man games but from what I've heard, they have a much bigger focus on precision platforming, so it makes sense that they made the main character much nimbler than Simon Belmont. Simon's movement feels slow and stiff and his attack options are very limited, but that didn't stop the Castlevania games from becoming big hits back in the day.
As a matter of fact, when they finally made a Castlevania game where you could attack in eight directions, some fans felt that it made the game too easy, as you can read here: https://www.nintendolife.com/reviews/wiiu-eshop/super_castlevania_iv_snes
That was the only time they tried giving the player that much freedom of attack, as far as I know.
The point I'm trying to make is that you can make a great game with "stiff character movement and basic combat model" if you design everything else accordingly.
The problem is that nowadays, we're so used to having nimbler main characters in just about any action game, that going back to those kind of stiff characters takes some getting used to. Like playing one of the Castlevania games they released for the Nintendo DS, where the main character is also nimbler, and then going back to one of the classic Castlevanias. Your first impression would be that the classic game feels way too stiff and constricting, but if you give it time and get used to those limitations, you'll find a well designed and enjoyable game. And a difficult one, of course!
I haven't played Gods in more than a decade, so I can't tell you if, like Castlevania, it still feels like a well designed and enjoyable game. But I know that, just as happens with Castlevania, a modern gamer will have to get used to the "stiff character movement and basic combat model" to get any enjoyment out of it. That's not a matter of good or bad design, it's just a particular gaming trend that was way more popular back then.
@Gs69 Up-to-Jump was tolerable when playing on a Joystick. The problem is playing these games on emulators with gamepads.
But the Amiga was capable of using two-button joystick/controllers. It was sad that barely any game took advantage of this (I do remember Apydia and BC kid only)
@OorWullie GODS control being clunky was part of the gameplay. Castlevania games also controlled slow and clunky and we still love them. Like Castlevania, when you do commit to an action, like throwing a dagger or jumping, then there's no turning back.
The main creator of Gods Remastered visited The Retro Hour podcast recently and said the game includes the remaster and the original game.
What makes it interesting is that the original game ran at 18fps on Amiga and the Remaster guy said that they have managed to raise the framerate to smooth 60fps for the original version.
This remaster package sounds a lot better price and qualitywise compared to Toki for example. It really sucks that Toki doesn't include the original arcade version of the game and price was crazy.
Even back in the 90s this was an average game. Bitmap Brothers were always graphics over gameplay.
I bought this for a tad under £3 on sale on the Russian eshop at 60% off. Well worth it for those who loved the original. Also worth it for those who love ancient Greece and ancient Rome. I do miss some of the original graphics and soundtrack as in the story bit at the beginning. But I guess copyright scuppered those as it does for so many of the less popular remasters. Indeed we're probably lucky to have it at all on Switch. It's a pity there is no button mapping. But those things aside I've had huge fun with it. Not only is it a wonderful part of my childhood that I reconnect with it is also fun platformer game. Controls are a little clunky but that's part of the challenge. It's actually a lot easier than a lot of modern platformer games like Mario's NSMBDU. At this price I would say it's 8/10 for fans of the original and 7/10 for platformer fans who didn't play the original. You can have a good time with it. I'm glad I got it.
Show Comments
Leave A Comment
Hold on there, you need to login to post a comment...