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Octopus Prime

Mysterious Contraption
(He/Him)
You know what's surprising? Despite its super-shiny graphics, The Takeover is actually a pretty good (if extremely derivative) beat 'em up. It could have been Streets of Rage 4 if we didn't already get one of those. If it's still five dollars on the Switch, get in on that.
It really is, but you can’t remap the buttons and the default for them feels really awkward for me
 

ArugulaZ

Fearful asymmetry
You're not wrong. Down should have been jump, left and right should have been punch and kick, and up should have handled specials. I think about half of those buttons are mapped properly, and trying to change the configuration just results in that annoying "choose your controller" screen, which is not what I wanted, thank you Nintendo. How useful is that on a Switch Lite, anyway?
 

ShakeWell

Slam Master
(he, etc.)
This looks neat. And it gets the '90s aesthetic without making the lady fighter like the one in Fight'n Rage. Bare minimum, I know, but it struck me.

 

Octopus Prime

Mysterious Contraption
(He/Him)
Picked up Young Souls. Didn’t get my feet overly wet with it just yet but aesthetically alone this is real good


IMG_0690.JPG
 

ArugulaZ

Fearful asymmetry
Here's a delightful bit of news. Someone is in the midst of porting Final Fight to the Genesis. Yeah, like the ordinary Sega Genesis without add-ons. Some footage in case you're curious.


I for one welcome our new, slightly desaturated overlords.
 
I have been playing a pile of Streets of Rage Survival Mode. Oh man, it's awesome... But why do all the Genesis styled stages kick my ass?
 

ArugulaZ

Fearful asymmetry

Work in progress of the Sega Genesis port of Final Fight, with the entire first stage playable. Now with both imperial and metric measurements!
(Why, I do not know.)
The demo's not publicly available, but damn, Daddy liiiiike.
 

ArugulaZ

Fearful asymmetry
The backstories for the lead characters in Captain Commando are so ridiculous in their exaggeration that they're almost charming in their child-like overreach. It's like they're written by ten year olds, trying to outdo each other on the playground with their awesomely cool made up super hero characters. Did you know Captain Commando wears metal armor that's heat resistant up to a trillion degrees? Or the mummy-like Mack the Knife has a pair of blades that change their molecular configuration to melt any existing matter? Or Ginzu the Ninja has better night vision than a tiger and wears an outfit that's stronger than steel but softer than silk? Even the baby (who fights in a mech suit) has a specially designed pacifier that interprets all known languages. Buckaroo Banzai just called... he asked for you guys to stop showing him up.

 

Yimothy

Red Plane
(he/him)
Played some Streets of Rage tonight. Having played through Streets of Rage 2 recently, it’s interesting how much the second game repeats the first one while being much better. It’s kind of a shame they dropped being able to call in a guy with a bazooka, but the addition of the special moves really opens up SoR2 gameplay wise. Maybe I’m just bad at the first game, but I feel I have far fewer options at any given time, and more of them are harmful. I took a lot of hits because Adam grabbed a guy leaving him wide open to the other five guys surrounding him.
 

Peklo

Oh! Create!
(they/them, she/her)
I played through the trilogy for the first time recently and had a different experience. I found the first game to tell the most cogent and compelling environmental narrative and through it establish an atmosphere to its locations that made it all cohere together the best of the three, as well as have the strongest handle on positioning fundamentals through a limited but very clearly defined and discrete moveset. The second game is technically an improvement on the kind of visuality it can push (though I do not prefer the soundtrack) and how expanded the list of verbs is, but in practice it didn't do much for me. It feels like a disconnected journey with enemies that are too sturdy for what they are, and the awkward midpoint tonally and aesthetically between the cult crime movie derivations of the original game and the blown-out cartoon sci-fi outlandishness of the third, which I view favourably as a commitment to a bit--Streets of Rage 2 feels like half measures by comparison in search of an individual voice. That, as well as the increased play speed, even more elaborate animation expertise, and a musical direction that felt inspired and daring instead of more of the same, made Bare Knuckle III to me the complement I wanted for the original instead of the comparatively predictable iteration of the immediate sequel.
 

Beta Metroid

At peace
(he/him)
Yeah, as a SNES kid who happened upon the Streets of Rage franchise relatively recently, I was surprised to find how generally...dismissed? the original is. I think I ultimately prefer the second one, but the first is really appealing, I love the soundtrack, and the ways you can influence the ending/final battle are really clever and I'm surprised the series never revisited that (at least I don't think it did?).
 

air_show

elementary my dear baxter
SoR1 has the best soundtrack in my opinion. That said I do consider every game in the series to have fucking amazing music.
 

ShakeWell

Slam Master
(he, etc.)
Streets of Rage 1 is great, but the specials absolutely murder the pacing, especially during boss fights.

Losing Adam for 2 is a bummer, but Max is one of my all-time favorite brawler characters. Not only is he a wrestler, but he wears his GEAR while fighting on the streets. Hagger wears slacks, but not Max. Max has the tights and boots on. (Wrestling boots would be legitimately terrible to walk through an entire city in.)

3 was dismissed for a number of bad changes to the North American version. "Playable gay panic character" isn't one of those bad changes, but it does remove a member of the roster, in any case. I'm not sure I like Bare Knuckle 3 more than SoR2 (removing Max doesn't help), but as someone who played SoR3 as a kid and was left wanting, Bare Knuckle 3 does a lot to rehabilitate the US release's reputation.
 

Peklo

Oh! Create!
(they/them, she/her)
The ever-present "cops and vigilantes beating up the homeless and/or minorities" power dynamics and thematicism that's baked into the genre at its formative level is uncomfortable the best of times, so when I played through Streets of Rage I just didn't ever call up the mortar backup. It doesn't change what the game is but I was satisfied to be able to stubbornly push through without.

One important distinction between the three that left me wanting with 2 was that it's the one that does the least with environmental hazards. The stage dynamism amounts to the occasional shift in scrolling direction like the memorable diagonally downward slope right in the opening stage, but the entire game is just mostly static fight arenas as far as what might threaten you within those spaces and what factors you may need to keep in mind. The first game has pits, conveyor belts with hydraulic presses, and most importantly the elevator battle setpiece--something they'd try to recreate every time and never manage to make as exciting as here. III is again more up to my preferences in bringing back those "basics" in what the first game laid out, but also doing new things of its own like rolling barrels, the wonderful railroad track stage where you're ducking into alcoves to hide from the barreling mechanical ram, and sci-fi nonsense laser traps toward the end. I feel like 2 is excellent for those who relish in multiple kinds of distinct movesets to try and master across the roster, but as someone who always just plays Blaze, it didn't cohere as well in comparison.
 

Yimothy

Red Plane
(he/him)
I’m gonna play more SoR1, so maybe I’ll form a differing opinion as I go, but what struck me to make my previous post (which I didn’t convey very well in it) was how similar the path through the game is - street, beach, bridge, boat, factory. Most of the enemies return in the second game, too. SoR2 to me seemed fancier - more moves, more enemy types, more variety within stages, names and health bars for all enemies. I’m not a big fan of stage hazards so I don’t mind their lack in the sequel. Better was perhaps the wrong word.

I like Adam’s basic combo (haven’t played much of the other two yet), but I found I kept getting knocked out of it once there were multiple enemies on screen. I spent a lot of the game doing jump kicks alternately left and right to deal with being surrounded. This didn’t serve me well against the second and third stage bosses who can knock you out of the air. Probably I haven’t played enough yet to have a good sense of what the gameplay offers. One thing I really liked: the baseball bat. Apparently it has less reach than the pipe, but it must swing faster or something because I found it much more useful. Too bad 2 dropped it.
 

Sarge

hardcore retro gamin'
I prefer Axel or Blaze in SoR1, mainly because grabs are often key to my boss strategies. And that makes Blaze the best in that regard for her speed, but Axel has the more solid ground combo, so it's really a wash. Adam is cool, but maaaaan is he slow. And he doesn't have movement tech like Max in SoR2 to alleviate the problem.

Bare Knuckle 3 is definitely the better way to experience that game. I hate the experimental nature of the soundtrack, but there are still some solid tunes interspersed in there.
 

ShakeWell

Slam Master
(he, etc.)
One important distinction between the three that left me wanting with 2 was that it's the one that does the least with environmental hazards. The stage dynamism amounts to the occasional shift in scrolling direction like the memorable diagonally downward slope right in the opening stage, but the entire game is just mostly static fight arenas as far as what might threaten you within those spaces and what factors you may need to keep in mind. The first game has pits, conveyor belts with hydraulic presses, and most importantly the elevator battle setpiece--something they'd try to recreate every time and never manage to make as exciting as here. III is again more up to my preferences in bringing back those "basics" in what the first game laid out, but also doing new things of its own like rolling barrels, the wonderful railroad track stage where you're ducking into alcoves to hide from the barreling mechanical ram, and sci-fi nonsense laser traps toward the end. I feel like 2 is excellent for those who relish in multiple kinds of distinct movesets to try and master across the roster, but as someone who always just plays Blaze, it didn't cohere as well in comparison.

That makes sense. I find that stage hazards in most brawlers are overly-intrusive and/or just plain cheap. The genre is entrenched in arcade-style design and that particular design feature tends to feel more often than not like a relic of quarter-munching design. There certainly are cases where they're used properly (the railroad you mention in SoR3 is cool), but I tend to just get annoyed by them, I'd rather see fresh enemy designs and tactics than deathtraps.
 

ArugulaZ

Fearful asymmetry
I just got that for Christmas! Goodie!

(What I really want is for Digital Eclipse to add a bunch of Lynx and Jaguar games to Atari 50. The first legal Lynx emulation, like, ever, and they didn't give us Blue Lightning?! What the absolute hell?)
 
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