Review

Super Rude Bear Resurrection Review

  • First Released May 2, 2017
    released
  • PC
  • PS4

Putting your dead body to use.

Super Rude Bear Resurrection is one of the hardest games I've ever played--but only at times. Certain games, Resident Evil 4 being a famous example, use a dynamic difficulty system, invisibly adjusting to keep the action challenging but not frustrating. Super Rude Bear Resurrection does something similar, only in a much more obvious, tangible way.

It's a hardcore platformer in the mold of Super Meat Boy, but with a novel twist that gives meaning to the countless deaths you'll suffer throughout. Corpses persist after death and can be used to create a safer path through levels (where one false step will send you back to the last checkpoint). In essence, almost every death serves to make the game slightly easier--though you can also clear levels without ever dying. It's a delightful concept that further enhances a game that's already strong thanks to its wealth of ideas and fantastic soundtrack.

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Now Playing: Super Rude Bear Resurrection - Heights Stage Gameplay

At its most basic, Super Rude Bear Resurrection is a fairly straightforward platformer, tasking you with navigating stages filled with all manner of deadly spikes, arrows, swinging axes, more spikes, and creatures that toss snowballs at you harmlessly--until those snowballs just nudge you to your doom. You'll maneuver through levels using simple jumps and wall jumps. You have no offensive capabilities, and the game doesn’t offer any special abilities to unlock or power-ups to find. You could, in theory, complete any level right from the get-go, although it'll likely take dozens--or, more likely, hundreds--of deaths before you're able to consistently overcome the trickiest obstacles.

The level design shows a tremendous amount of care on the part of developer Alex Rose Games. Stages are meticulously crafted to maximize difficulty without feeling unfair, but they're also created in a way that allows for corpses to ease your path. A carcass might block incoming arrows or give you a safe spot in a row of spikes to jump on, and it can destroy certain traps when it comes into contact with them.

It's easy for the corpses to pile up, particularly due to the way Super Rude Bear Resurrection's levels toy with you. The game plays with your expectations and sets up hazards to punish you for relying on anticipation, rather than your reactions. Many deaths stem from hazards located immediately after checkpoints--these are seemingly placed for the explicit purpose of punishing your eagerness to immediately get back into the action after respawning. You can practically hear Alex Rose chuckling to himself every time you rush into an easily avoidable death. That might explain the mocking remarks of your floating companion, who also delivers the story (and jokes), allows you to destroy corpses in your path, and lets you scout out the areas ahead.

No Caption Provided

Super Rude Bear Resurrection isn't an especially long game, although seeking out no-death runs, better leaderboard rankings, secret worlds, and dialogue (easy to miss the first time around) provides ample incentive for multiple playthroughs. The primary upside to not being long is also what's most impressive about Super Rude Bear: it never runs out of steam. It feels fresh from beginning to end thanks to the way it consistently sprinkles in new types of challenges over the course of the entire game. Falling spikes, NPCs with hammers, arrow launchers, homing missiles, spinning lasers--you won't play for long without encountering a new idea.

Some of these new ideas introduce interesting ways of interacting with corpses. Deaths caused by missiles and lasers freeze your body into an ice block. In the case of the missiles, ice blocks can provide stepping stones over a gap or block further missiles from being fired, while lasers pull the ice in, thereby preventing the lasers from reaching you on your next life.

"On the strength of its pacing and basic mechanics alone, Super Rude Bear Resurrection would make for an extremely engaging platformer. The addition of its corpse mechanic elevates it to something greater."

Further adding to the variety are the boss fights littered throughout, each with its own unique gimmick that doesn't feel at odds with the platforming framework of the game. One tasks you with avoiding spikes and the attacks of a breakdancing robot while standing on a rising platform. Another requires you to ride a moving platform through an otherwise standard level while avoiding a flying enemy that attempts to knock you off or crush you. The latter was particularly memorable, as being knocked down doesn't guarantee death; provided you're skilled enough, you can jump off of the boss itself and potentially recover. Whereas the bosses in Super Meat Boy have always felt to me more like obstacles that stand in the way of returning to the regular action, Super Rude Bear's boss stages were among my favorites in the game.

Later levels ask a lot, requiring an almost-superhuman level of precision to complete without a death--an accomplishment I couldn't even begin to sniff over the last quarter of the game. Yet, because of instant respawns and an excuse to continue listening to the stellar soundtrack, I never found myself frustrated, even when a particular section would cause me to die dozens of times. In fact, it was often hard not to laugh as I amassed an abundance of corpses (every one of which is dumped into a pile from the top of the screen at the conclusion of a level, just as a reminder). These attempts where I clearly wasn't going to set a new time on the leaderboards often became fun experiments to see just how much I could screw with the design of the level.

In certain cases, the game actually becomes far too easy with even just a few deaths. Thankfully, if you find that to be the case, higher difficulty settings restrict the ability to destroy traps, leave behind corpses, and even use checkpoints. These options give you the flexibility to make the game as difficult as you want, which is great, since it's most satisfying when played at the highest difficulty you can tolerate. The thrill of making it through a tough level with little help is matched by few other platformers I've ever played.

Not everything is quite so well executed, however. Visually, the game isn’t always clear about where you can safely stand or whether a corpse will protect you--spikes or blades sometimes extend beyond a body but won't hurt you. The lack of an overworld is disappointing, if inessential, but the inability to access leaderboards anytime other than at the end of a level feels like an unfortunate oversight. A glitch when changing difficulties would cause the sound to drop out until I paused and unpaused the action. And certain level elements, such as falling icicles, are occasionally triggered before they should be after a respawn, which requires a quick death to reset. Because this only happened after a death, it never cost me a flawless run, but it was nonetheless a small source of frustration.

For all of these minor gripes, none of them stand in the way of enjoying nearly every second of playtime. On the strength of its pacing and basic mechanics alone, Super Rude Bear Resurrection would make for an extremely engaging platformer. The addition of its corpse mechanic elevates it to something greater, allowing it to simultaneously serve as an extreme challenge for the most diehard platforming fans as well as a game that can be enjoyed by the novice crowd. Super Rude Bear Resurrection demands a lot from you, but the satisfaction of success is immense in the end.

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The Good

  • Consistently introduces new concepts
  • High-but-flexible difficulty provides thrills
  • Distinctive boss fights
  • Extensive, intense grime soundtrack complements the action

The Bad

  • Leaderboards aren't easily accessible
  • Some minor glitches; not always clear where you're safe to land

About the Author

Chris Pereira spent more than a dozen hours dying across the PS4 and PC versions of Super Rude Bear Resurrection. He even finished quite a few levels without leaving behind a corpse. GameSpot was provided with complimentary copies of the game.
50 Comments  RefreshSorted By 
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naasum

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looks ridiculously bad.

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HBM

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This is a 9? Bullshit

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kazedafinest

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This basically the old Megaman

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Litchie

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Looks too much like SMB to be interesting for me. I love SMB, but I'd rather replay that.

2 • 
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DARREN636

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the punishing and often unfair difficulty gave old platformers longevity.

if you actually get each level right first time, most games only take an hour to beat- if that.

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invisiblestudio

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A game called Life Goes On: Done to Death did this a few years ago.

http://www.lifegoesongame.com/

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5tu88sy

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Looks like pedo bear.

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Gelugon_baat

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Edited By Gelugon_baat

@5tu88sy: Come on, Pedo Bear's design is so non-descript. Any cartoon bear would look like Pedo Bear when they are super-deformed.

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daveisthemusic

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Edited By daveisthemusic

Tell you what else is great - Fenix Rage. Bloody good fun.

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slam_shot_sam

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I'd just dismissed this game as filler when the Humble Monthly games were revealed yesterday. I might actually try it now, considering I already own it.

2 • 
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Xristophoros

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Edited By Xristophoros

yet another poor man's super meatboy. no thanks... been there, done that.

also, that shaky camera... why? if the difficulty wasn't enough, the developers also wanted to make the player nauseous?

6 • 
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straightcur

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@Xristophoros: You're right, since Super Meatboy exists, they shouldn't make anymore platformers. In fact, why do they even make new games at all?

13 • 
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CraigTL

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@straightcur: lol your logic is flawless.

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Xristophoros

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Edited By Xristophoros

@straightcur: thanks for your sarcasm. not at all what i'm saying. this game lacks it own identity and striped the platforming/sliding/wall jumping mechanics straight out of smb. it feels like a clone rather than a new game with its own vision.

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sebbarre

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@Xristophoros: which is vastly ironic since SMB took its mechanics from N (which became N+, N++ later on). History is funny like that...

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deactivated-5f7f1f15951f0

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@Xristophoros: The main gimmick I'm seeing is that you can die indefinitely, use your own corpses as a platform or disable horizontal spikes by landing on your impaled corpse (vertical spikes are hit and miss). The only other game similar to this is Life Goes On: Done to Death, that I'm aware of. But as you've pointed out this genre has been done to death. I received this game as part of the humble bundle. I've kicked the tires. It's a pretty good game if you enjoy this style of game.

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runstalker

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Everyone's digging this game. I'm gonna have to check it out.

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chiefwiggum16

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So it's a Super Meat Boy clone

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stevo302

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Edited By stevo302

@chiefwiggum16: The platforming seems more in line with I Wanna Be The Guy, with an added gimmick. SMB was punishing in its outline of obstacles within the level, but quite forgiving in the physical use of platforming, whereas this looks kinda precise and clunky.

Looks terrible to me, and I like SMB.

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RedWave247

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@chiefwiggum16: Super Meat Boy doesn't have the mechanic of using your own dead bodies to progress.

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deactivated-5a50575ec5600

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Strange seeing other difficult games get reviewed so low, maybe they should pick editors for respective games a little better.

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D-Man

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@Raidendude153: maybe you should write your own review

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deactivated-5a50575ec5600

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@d-man: any other brilliant insights you could grace us with, D?

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Warlord_Irochi

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@Raidendude153: Oh well...

This reviewer really likes this difficult game, so he gave it a 9.
Other reviewer didn't like other difficult game, so he gave it a lower score.

Gamespot reviews are the opinion of the reviewer and nothing else. They were always very transparent on that regard.

Good enough for an insight?

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deactivated-5a50575ec5600

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@Warlord_Irochi: Well considering insights imply something that wasn't foreknown, then sorry nah.

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Mad_max911

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@HALF-MONSTER: I know right?. If this was 1989 it may have made the 9 mark. But ok for those who wants to go backwards this may be fun.

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RicanV

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RicanV  Moderator

@walidras: to clarify and this is similar to redwaves point - a pro does not equal a point nor does a con equal one point.

Some pros may hold more weight than others and the same goes for cons. The leaderboard accessibility for example may not hold plenty of weight in the grand scheme of things. Focus on the actual con not the number of cons and the score will make more sense.

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RedWave247

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@walidras: By that logic, then, the score should only be 2. Since there are only 4 Good points.

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MAXTHUNDER99

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@RedWave247: @RedWave247: Why would this game only get a 2? 2 negatives doesn't make it a 2. If you based it on math alone 4 positives and 2 negatives and having 10 point system. So that would be 6/10=1.67 then take 1.67x4=6.68 and seeing Gamespot only does full or half numbers it would bump down to 6.5 out of 10.

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RedWave247

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@walidras: Nope, because you're still saying the score should be lower because it had two negative hits. Which isn't how Gamespot's scoring system has ever worked.

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RedWave247

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Edited By RedWave247

@walidras: They don't break down their final scores by an exact point-by-point system. Because again, otherwise this game would only get a score of 2 because it has 4 positive and 2 negative.

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L_Willard

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@walidras: scoring a 9 or even a 10 does not equate a flawless/near perfect experience. No game is without flaws

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MAXTHUNDER99

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@walidras: Oh it has flaws.

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MAXTHUNDER99

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Edited By MAXTHUNDER99

@walidras: Not just my opinion. I've talked to other people who have also had huge frame rate drops when the screen gets to much stuff to display, the menu system could be improved, dungeons can be abysmal compared to past Zelda dungeons, to many fetch quest game filler, load times can be a little long, weapon durability can be laughably frustrating and the pacing is a little off at times.

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MAXTHUNDER99

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Edited By MAXTHUNDER99

@walidras: I'm basing my opinion on over 30 customers that I have talked to in my shop about the game play of the newest Zelda and they have all said that it certainly is not flawless. As for the frame rate issue not everyone has internet. It is hard to fathom but some people cannot afford the internet when a high speed connection can cost up to $175 before taxes and service fees which comes out to be over $200 where live.

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MAXTHUNDER99

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@walidras: The problem is that game has flaws.

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RedWave247

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@walidras: They weren't enough to drop it any lower for Chris Pereira, I guess. Neither one sound like major problems, anyway.

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BDRTFM

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Edited By BDRTFM

@walidras: I knew what he meant with his first comment. Not sure what was tripping you guys up? And not knowing where it's safe to land in a platformer is a HUGE problem.

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