
Super Rude Bear Resurrection is an ultra-tight, masocore platformer that anyone can beat! Use your corpses to get ahead, or take on the ultimate challenge and try to defeat the entire game without dying!
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Languages: English*, French*, German*, Spanish - Spain*, Portuguese - Brazil*, Russian*, Italian*, Polish*, Korean*, Simplified Chinese**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
[h1] Sacrifice bears and use them to get through the levels. If you like these type of games just play Rage in Peace. [/h1]
Genre: -Precision Platformer Fit for me: -Fav genre so perfect fit! Notes: -I turned off all camera options b/c I preferred the steady camera view -I played the V Hard Mode that disabled trailing corpses but did have checkpoints -I switched to Hardish mode w/ leaves trailing corpses for boss 3 and 4 and switched back after the boss Pros: -Very creative difficulty mechanic of the trailing corpses for less experienced players and being able to turn it off for more experienced players -Very high skill ceiling -Bumping soundtrack that fits the theme well -Very unique overall aesthetic that you don't see frequently in this genre -Solo developer that is very active and responsive to feedback -Solid speedrunning options Cons: -Biggest con by far was the frustration in the boss battles. I struggled w/ all of them but had a really hard time w/ boss 4. You don't want to stand next to boss 4 b/c he shoots homing missiles at you, but if you stand in the corners, he fires the missiles off screen and they're very difficult to evade. -The screen feels very cluttered b/c of the very busy background and environment choices -The bosses don't stand out as being interesting or enjoyable -Struggled w/ consistent progression and too frequently moved forward by brute force -Very slick movement has the feeling of being on an ice skating rink Thoughts: -I will openly admit that this game just wasn't for me. This may be a case of "get good", but I gave up after a few hundred deaths on boss 4 w/o seeing any real progress. I struggled greatly to really feel in control during the 3.5 hrs I played. I never saw progress or improvement which is the most important part of my experience when playing this genre. Consensus: -Bottom Shelf Game (Tier 5 and makes up 10% of my reviews). I hate not giving a thumbs up to a solo dev, but I just can't recommend this game when there are so many amazing games in this genre at the same price point available.
Super Meat Boy with pretty colours. With a crazy bear. On acid. Cranked to over 9000. I rest my case. (It does say masocore in the description. The developer absolutely means it. If you can't handle soulcrushing pain and one bazillion repetitions, don't even try to touch this with a ten foot pole.)
After having finished the game and completed a good bit of the bonus levels, I feel like I can safely say that this game is... okay. Even as someone who likes really hard games like Super Meat Boy and goes out of his way to make games harder just as a challenge, this was almost too much for me. Not in the sense that I didn't think it was possible for me to finish, but that I just wasn't enjoying my time. I would only recommend it to somebody who is looking for a really, really hard game, and even then I would recommend it with some caution. The level design is a mixed bag with me. Some of it's alright, while other parts just don't seem to flow well. Pretty much every stage feels like multiple short sets of disconnected obstacles stuck together into a single level that tended to outstay its welcome instead of making a level made of obstacles that all compliment each other and create a smooth experience. Some stages were pretty nice, like the very last boss fight, but not many for me. Worst of all, in my opinion, is that there are a lot of good ideas and single instances of really good design, but the bad outweighs the good for me, and even those good ideas tended to be executed in ways that weren't the best. Another problem was the physics. Whereas Super Meat Boy has very flowing physics, with every movement having smooth acceleration and deceleration, Super Rude Bear has very stop and go physics. There's acceleration, but you could be forgiven for thinking there wasn't and he just starts and stops instantly. As a result, you can slide into objects despite thinking you were already stopped and slip off platforms and whatnot. The jump physics are also strange, having incredibly fast upward acceleration only to come to a dead stop and fall like a rock. It doesn't feel good, and the upward speed always makes it feel like you jump higher than you actually do, and considering some obstacles are set just high enough that they can only be cleared at the absolute height of the jump, it's a problem. This can all be worked around and gotten used to, but it would probably take several hours. It's not very natural. A minor complaint is the soundtrack. I'm not a fan, and actually found it quite annoying, which didn't help things. At the end of the day, I'd give the game a 5/10. It's not entirely terrible, but it's barely scraping by for me.
A MARGINAL RECOMMENDATION, BUT I URGE YOU TO *UNDERSTAND* THE PROBLEM WITH THIS GAME BEFORE YOU BUY IT: I love difficult platformers. I believe they bring out a spectrum of emotions like no other genre, from sweaty-faced, rage-inducing lows to those inexplicable rushes of exhilaration that come from finally beating that level you've spent the last half-hour on. I've spent many fist-clenching days on the likes of "Electronic Super Joy", "Bob Was Hungry", "The End Is Nigh" and, the crème de la crème, "Super Meat Boy". I couldn't wait to get my hands on this after Gamespot's 9/10 review score, which is WAY too high. Perhaps that's why I *begrudgingly* give this game a positive recommendation, as it's clear the developers have put the effort in and have potential as future game creators, and this game will *occasionally* tap into that platforming fetish, but with a serious warning beforehand: I have been playing "Super Rude Bear Resurrection" for a week now, and it's not until reaching world 6 - a level called "Solitude", I believe - that I finally realised why something wasn't clicking for me. Why wasn't it giving me the same plethora of emotions as the aforementioned games did? Simply put, they have taken a clever gimmick and completely wasted its potential. It's a clever idea: The corpses of your previous attempts can help (or even hinder) your future attempts. It could have been a fantastic mechanic, had they not set out to make the difficulty as masochistic as possible. This is a game that does not balance the scales of luck and skill like good platforming games should. There is no talent in creating levels that are more spikes than floor, of creating rockets that don't play fair (like the kind we experienced in the fantastic "N" game series) but rather those that travel 3x as fast and can do split-second, 180-degree turns to continue pursuing you after you've already dodged them, worlds that perhaps only the unbelievably talented 5% of the gaming population could finish with no deaths (or only a handful). It's like those eating challenges in restaurants - yes, a plate with 10,000 calories of food looks insane and intimidating, but there was no talent involved in chucking it together. Anyone can do it. Yes, I know, many hardcore gamers will be aching to leave a scathing comment, perceiving my above rant as some kind of defeatist, cry-baby whine. "Waaah! It was too hard so I'm going to criticise it!" Go right ahead, but it's actually quite the opposite: I spent weeks completing 100% of "Super Meat Boy" and enjoyed every second in doing so, I finished Nevermore in "The End Is Nigh" and it was a journey I'll never forget, because both games, whilst incredible difficult, seemed to play fair every step of the way. Coming back to "Super Rude Bear Resurrection", imagine this instead: How about a game where they had toned down the difficulty from *nearly impossible* to *very hard* and had, perhaps, used the "corpse" gimmick cleverly? Perhaps made it so only the last five or ten corpses remained, so you had a limited supply and had to figure out how best to place (and not waste) them? Wouldn't that have begun a smarter, more intelligent approach than just trying to establish your place in the "Top Ten Hardest Games" hall of fame? When I played the level "Solitude", I realised the difficulty had become so ridiculous, with just about every inch of the screen containing something that could kill you, that I was literally just dying over and over, like I imagine most people will. I didn't want to die over and over, but controlling the bear is so painful - it's like he has black coffee pumping through his veins, with everything at 1.5x speed, with the slightest tap sending you hurtling into (most likely) a fatal obstacle - that if one thing didn't kill me on the first attempt, something else killed me on the second. This carries on and on, more like a chore than an enjoyable outing, until you realise that you've smothered so many obstacles in corpses and removed so many floating killers, that you've turned the level into something a 5-year old could beat ... and what is fun or exhilarating about that? You don't get to the end of a level like that, as with most platformers, and feel like you've upped your game or that your blood, sweat and tears have finally paid off. You've simply died so often - something the game likes to rub in your face with a shower of dead bears at the end of each level, so the moment of reward actually becomes one of mockery - that it became a doddle to beat. Maybe people with the time or patience to replay, who want to better their score, or those talented enough to achieve death-free rainbow runs - seriously, these people must be part-cyborg - will enjoy that element of the game. I'm not saying there aren't completionist gamers that will spend weeks perfecting their runs and enjoy every second whilst doing so, but I have a feeling *most* players will feel like the later levels are just a slog with no sense of reward upon completion. Some people complain about the soundtrack - endless repeats of grime music - but that didn't bother me. A lot of music from platformers add to the entertaining frustration, and when you've spent perhaps 12 hours of your life listening to "The Cotton Alley" theme from "Super Meat Boy", this grime music is a breeze. I still give this game a thumbs up because, again, the gimmick WAS clever, they did try to create a good game here - and at times, especially early on, I was having a blast - but just know that the last quarter of the game probably won't leave you feeling great about yourself.
It's just Super Meat Boy, but with more stupid people that annoyed me.
This was difficult for me, and I took full advantage of the traps breaking and corpse jumping. It was still very frustrating in parts. The game kept telling me that if it was too hard, it wasn't fun, and I could turn the difficulty down....but no I couldn't, it already was. I'm not typically a platform lover, but I gave it a shot. This is probably a great game for someone who is a speedrunner/platform lover. TLDR: Not for me. This is in response to the dev. Firstly I appreciate the reply. I was not dogging the difficulty in your game, but rather my ability to play games like this. I quite like hard games, and respect you (as a dev) for not "dumbing down the experience." I'd never really played a hardcore platformer before (outside of old school NES Mega Man games), and now I know that these types are just not for me.
Challenging but also balancing platformer game, you play as Rude Bear and you must get through obstacles all the way to the finish. Whats challenging is the obstacles you'll have to go through, especially traps and face bosses each final level. What makes the game balancing is your death makes the gameplay more easier because you can use your corpse in various ways. Whether by using it as a shield against projectiles or use against needles to prevent getting killed again. It should be noted that Rude Bear isnt a fighter, so its mostly dodging when it comes to boss fights and using something that can harm them. As for the soundtrack some people pointed out, its not that good in my opinion. Probably the only good music was Wasteman's music out of all of them but thats pretty much it. I tend to not pay attention to most of the soundtracks and focus on beating anyways. But aside from that, its overall a good game to try.
The entire screen moves and tilts instead of staying solid. ♥♥♥♥ that. Game sucks.
If ya want to play something genuinely challenging or alike to super meat boy then you've come to the right place. I fall in love with this title just at the moment the world 6 has started. Before that this game wasn't really that hard yet level design was at its best since the beginning. Every single level is different, have different mechanics and its own music style. Graphic is the only thing i can think of that wasn't really an advantage of this game. Well, to sum that all up, it's a great platforming game with a potential for speedruning it cuz of the length of it. It's an adventure for about 3 to 4 hours but if we add to it doing all of those pretty difficult and challenging achievements or attempts to speedrun this game then i think that time one would spent on it will get at least tripled. Highly recommend to buy and play it peculiarly cuz this was made by a single person yet the final result is at the level of the rest great platforming games from the year it was released like cuphead or the end is nigh.
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