
Super Rude Bear Resurrection
Dying is the whole mechanic here, and one solo dev somehow made it feel generous rather than punishing. A rare masocore platformer that actually wants you to reach the end.
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About Super Rude Bear Resurrection
I have a soft spot for one-person labors of love that do something structurally odd with a familiar genre, and Super Rude Bear Resurrection is exactly that. Alex Rose spent years building a hard platformer around a single question: what if death wasn't a setback, but a tool? Every corpse you leave behind persists in the level, turning spike pits into platforms, blocking swinging axes, shortening jumps that felt impossible a moment ago. The more you fail, the more the geometry of each level quietly reshapes itself in your favor. That is an elegant idea, and the execution earns the Metacritic 78 it landed on release. The structure is a 2D action platformer spread across seven themed worlds, each capped with a boss fight. Worlds range from ancient ruins and castle corridors through to something the developer cheerfully calls a convulsing flesh dungeon, and the hazard vocabulary grows as you go: snowballs that nudge you sideways into spikes, homing missiles, pressure plates that your own corpse pile can accidentally trigger. Your only moves are a run, a jump, and a wall jump, but the level design wrings enormous variety from that small toolkit. Longer stage lengths than Super Meat Boy mean checkpoints matter, and the fairy companion that follows you around does more than quip in East London slang. It can scout ahead, dissolve corpses blocking a mechanism, and serve as your early-warning system for traps just off screen. The art style leans hand-drawn rather than pixel-art, with a dark and slightly grotesque tone that sits somewhere between a grime music video and a fever dream. The soundtrack by Deeco is 73 tracks of grime, one per level, and it won the DevGAMM audio award for good reason. It gives the whole thing a specific, unusual atmosphere that no other platformer in the genre shares. If the music does not click for you personally, that is a real friction point, because it is inseparable from the pacing. The criticisms that followed the game on release were specific and fair. Movement is slippery, with drag-based physics that make stopping precisely harder than in comparable games. Some hazards are positioned just out of sight, producing deaths that feel arbitrary before you learn the layout. And while the corpse system is generous by design, a small number of sections require enough stacked deaths to feel exhausting rather than clever. The no-death run mode, time trials, leaderboard rankings, and hidden secret worlds give the game real replay depth for players who want to push further, but the default path through is completable even for players who would never call themselves good at hard platformers. For a solo-developed indie with no marketing budget and a niche audience, the craft here is quietly remarkable. The level design is meticulously considered, the corpse mechanic is designed from the ground up so that stacking bodies actually solves the specific geometry of each obstacle rather than just burying it. That kind of intentional design thinking is rarer than it should be. Grab a controller, not a keyboard, and give it at least three stages before judging it. Kai, Scout Team
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Steam Deck & Linux
Valve rates this game Steam Deck Verified. Runs flawlessly on Linux out of the box. Based on 8 ProtonDB community reports.
System Requirements
Minimum
- OS
- Windows XP SP2+
- Memory
- 2 GB RAM
- DirectX
- Version 9.0c
- Storage
- 3 GB available space
- Graphics
- Dedicated GPU, 1GB VRAM+
- Processor
- Intel Core 2 Duo 2.8GHz processor equivalent
- Additional Notes
- Best enjoyed with a twin stick controller (e.g. Dualshock 4)
Recommended
- OS
- Windows 7, 8, 10
- Memory
- 4 GB RAM
- DirectX
- Version 11
- Network
- Broadband Internet connection
- Storage
- 4 GB available space
- Graphics
- 4GB VRAM
- Processor
- i5 Quad Core
- Additional Notes
- DS4
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Reviews & Ratings
Game Info
- Developer
- Alex Rose
- Publisher
- Alex Rose Games
- Release Date
- May 5, 2017