There is an impressionistic setpiece in God Hand which allows us to realise something big about the composition of the game as a whole. The mast of a ship falls over, forming an infinitely thin bridge that is impossible to fall off. We walk onto it, and a bat-wielding baddie comes toward us. We spar with the baddie on a completely 2D plane, flicking the dodge stick back and forth, wondering what the arc of the bat looks like from the Playstation’s point of view. This is how they made such a precise game in 3D: they made a 2D game, and then made all the 2D planes intersect on the exact place where you stand. That’s quite profound, really: every enemy exists in a separate universe consisting of them and you.