GameSpy: I've noticed that enemies will react in different ways depending on where you strike them, which can be quite comical. In particular, one of the movies shows the character being rapidly hit in the crotch. The spanking move also got a few laughs around the office. Would you say that physical comedy is an important aspect of the game? Can you give a few other examples?
Inaba: Visually, attacking critical points or a character's rear end is humorous. I feel that these more humorous moments help break the tension of what is a very challenging game. And I think they help give God Hand a flavor like no other game out there today.
GameSpy: It seems that every 3D action game that lets players "juggle" enemies is compared to Devil May Cry. Since it's bound to come up, how would you personally compare God Hand to Devil May Cry in terms of how the game plays? There seem to be a few obvious similarities. What are the biggest differences?

Inaba: This game is completely different from Devil May Cry. You'll need a very thorough strategy to get through each stage, and your action game skills will be tested much, much more. Comparisons can be drawn with the juggling in the air, but there is so much more to it than that. Once in the air, you can do all sorts of punch and kick combos to destroy and humiliate your opponent. The possibilities are virtually limitless, and each player can customize his or her own move set to suit his or her liking. So the action gameplay here is extremely deep.
GameSpy: What has been the most challenging aspect of development for this game?
Inaba: It has been challenging returning to the basics of hand-to-hand combat, without any weapons, and keep the gameplay fun and exciting. Gamers today are so accustomed to blasting enemies and slashing them to bits, so matching and trying to exceed that level of excitement is something that the director, Mikami-san, has spent many sleepless nights on.
GameSpy: What kind of vibe do you want the player to experience when he's playing God Hand?
Inaba: My main hope is that players feel drawn into the experience and realize that there's much more to the game. It gets more fun as you play, so I hope everyone gets a chance to experience it and test their gaming skills.