![]() You thought I was going to forget about the sound department? I would never dare. Unlike most classic beat ’em ups, Streets of Rage 4 has some very fair perks and some easy difficulty tiers, but if you decide to play on anything harder than Normal, then you’re in hell, buddy. That can also be seen with the overall level of difficulty. ![]() All in all, just like with the visuals, it’s the perfect blend of old and new. The collision detection is a bit iffy, making all fighters feel like they’re 2D Paper Mario-ish characters on a 3D plane, but if you’re a beat ’em up veteran, you’re probably more than used to that. It’s best to save them for boss battles.īeware with your special attacks, as they slowly drain your health, even though you can recover part of it if you proceed to attack your enemies with normal punches afterwards, just like in Bloodborne. If you get close to an enemy, you’ll automatically grab him/her, and if you collect a special star item, you’ll be able to perform a screen-clearing ultra attack. You have a normal attack button, a “pick up” button, a back attack, and a special attack button. It just adds a few new features here and there to spice things up a little bit, but at the end of the day this still is a classic beat ’em up at heart. The gameplay is also a modern interpretation of the classic Streets of Rage combat system, but it never tries to innovate that much. Even though the graphics are clearly a lot more elaborate than the pixel art from the Mega Drive era, it still manages to retain a noticeable Streets of Rage vibe. To top things off, the framerate is always stable, and as previously mentioned. The attention to detail is ridiculous: the environments, backgrounds, character design, particle effects, everything is absolutely top notch. It’s almost like this is also the revival of Comix Zone. It will sound like the dumbest critic cliché in the world, but here I go it feels like you’re playing a cartoon or a comic book. Everything has been painfully drawn (and animated, might I add) by hand, frame by frame, and it looks absolutely phenomenal. Just like with Wonder Boy: The Dragon’s Trap, everything in Streets of Rage 4 is hand drawn. ![]() The most obvious improvement is in the graphical department. In other words, Streets of Rage 4 is exactly how a brand new game in the franchise should feel: old and new living in perfect harmony. It features online co-op, yet it can be played with three more friends locally, just like a good arcade game should be played. It features some gameplay tweaks, but it’s still a tried and true arcade beat ’em up like any other from the 90’s. This is a game that features brand new graphics, yet still retains an undeniable Streets of Rage vibe. Streets of Rage 4 is the perfect example. They know how to perfectly blend old and new. LizardCube and DotEmu know how to bring a franchise back from the dead. Well, these guys were the dynamic duo behind 2017’s Wonder Boy: The Dragon’s Trap, a fantastic remake of the Master System classic and possibly the first time Sega realised they could let other studios doodle with their older franchises, leaving their schedule completely free for more Yakuza games. “Who the hell are these guys?”, you must be thinking. The team behind Streets of Rage 4 is developer LizardCube and publisher DotEmu. As previously mentioned on my Panzer Dragoon remake review, Sega is more than happy to license their franchises to smaller developers and publishers, as this will restore these franchises’ relevance with modern audiences with the Japanese company not having to move a single muscle. This might sound weird, but Streets of Rage 4 wasn’t developed or published by Sega. Officer, just keep punching the bad guy and let me mind my own business.
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