Reviews from

in the past


A fun beat 'em up with a great soundtrack.

I dislike law enforcement with a vengeance,
they're just bullies with the worst of intentions!
Just the thought gets me and my friends so mad,
gonna find a cop and kick him in the gonads!

Either I doubt actually like Double Dragon any more or this is a bad, bad game. Metacritic would suggest that it's just a bad game.

One of the genre's best. I think the game is a tad ugly and can feel stiff at times- doesn't matter when you have a game this fun to replay again and again. Playing it with a friend amplifies the experience.

I almost got every achievement for this one, but as I got to the final level of my "Finish every stage cooperatively on Double Dragon difficulty with friendly fire enabled!" run, the game soft-locked right at the end. Had to start allllll over. Nope.
The "Nail all enemies with the hair pick" trophy sucked too.


this game has one of my favorite uses of music in a video game with great tunes and the fact that the power ups are all music based and have their own songs. incredible.

A good revival of the series with fun combat and a nice remixed soundtrack. Some of the dialogue is corny and the bosses can be cheap and frustrating. Still worth a playthrough if you enjoy a good classic beat em up.

Run canceling gotta be one of the biggest game changer game changer mechanics, the game has a surprising amount of technical depth because of it and pretty much all of the enemies are fun to deal with once you understand how they work

aunque el juego no lo diga , es un remake total del primer DD y creo que es de los mejores remakes en general de la industria. El juego se maneja excelente en su ritmo y es de las mejores experiencias coop que tuve este año , ya que su sistema de combate es muy satisfactorio, no perfecto porque aveces las hitbox no hacen colision como deben, pero cuando logras meter un combo largo , dudo que otro beat em up pueda compararse a ese nivel de satisfaccion. Si tuve un problema con el juego seria el parry, aveces el timing no se respeta de animacion a animacion y eso puedo joder la experiencia a alguno, pero es cuestion de acostumbrarse , lo demas esta muy bien hecho y su sistema de progresion con canciones se volvio mi favorito en juegos de este estilo.
En resumen , tenes un amigo y 2 horas libres ? ni lo dudes , por menos de 2 usd tenes de los mejores remakes de la industria

The gameplay is stiff, combos are hard to land beside some potential juggling here and there is never something consistent, the parry and dodge roll have giant start animations, the grind? for tapes that give more damage for special moves that can only be attached one at a time is dumb, bosses are uninteresting, and this bright 80s vibe wasn't a thing in the originals.
At the end is a mediocre beat 'em up, play anything else

Really good until that stupid final boss. Incredibly difficult in every unfair and cheap way. Besides that, worth a play with your best bro.

Hard as balls but super fun in co-op. Soundtrack goes hard.

One of Wayforward’s three (3) good video games.

Not as bad as many reviews I read. Average beat'em up.

God this fucking GAAAAAAAAAAAAMMMMMMMEEEEEEEEEE

Buggy and frustrating but with a really fun coop

An interesting take on an old classic that more or less succeeds in making its own thing, I had a lot of fun with this but find myself somewhat conflicted as the combat systems in place and unlockable difficulties lend well toward replaying, the actual game itself goes a little off the rails to start and ends up running a bit too long in the last quarter. If it wasn't for the Lees' himbo humor and the banger soundtrack (Mango Tango Neon Jungle is incredible), I might have bounced off it fairly quickly. It's not as if this supplants other games in the series but merely offers an alternative way to revisit a classic and it's quite possible I'll be back down the line just to kill some time on higher difficulties so I can't complain all that much.

Also. the "Some Kind of Lab" comment by Jimmy leading directly into the mission music got me every time. Good stuff.

Um belo dia eu decidi comprar isso aqui na falecida PS Store do PS3 pra jogar com meu irmão e que surpresa agradável.

DDNeon é muito gostosinho de jogar, tem visuais fenomenais e uma trilha sonora maravilhosa! . A gente zerou em uma tarde, e provavelmente esse é o grande defeito do jogo. Não que eu espere que um beat'em'up seja muito longo, mas esse foi curtinho até demais pra um jogo de PS3 né? Eu esperava mais algumas horas ou algo pra me trazer um fator de replay maior. Mas bem, eu gosto de Streets of Rage, não vou reclamar demais desse bebê aqui. A pancadaria é boa, e não lembro de ter achado chato em nenhum momento.

Ri horrores com a música final também.

DDNeon não se propõe a ser grandioso, ele tentar ser um 7 e consegue ser um 7. Portanto, 3.5 está justo.

the other side of the coin for shredder's revenge. there's three specific shared traits here: both are coasting the wavelength of 80's arcade revivalism, both ameliorate the shortcomings and deficiencies of the parent franchises they spawned from, and both have had to adapt to tailor their mechanics for the home console market.

comparisons between the two don't seem to yield much in the way of positives for DDN. DDN is aesthetically crude, borne from an era in which ironic 80s pastiche was in vogue; shredder's revenge doesn't echo the same insincerity, instead brimming with love for the source material. DDN's sense of humor is juvenile and irksome, while shredder's revenge stands tall on its innate charisma. and while DDN introduces misguided moveset customization and a baffling + unnecessary upgrade system, shredder's revenge has a comparatively simple solution to the levelling dilemma that has plagued beat 'em ups since their transition from the arcade environment: relegate it entirely to story mode and allow players to level up simply through accumulating defeated foes. speaking of, shredder's revenge has both a story and an arcade mode, while DDN has...only a story mode. if you wanna 1CC, get ready to uh, take no damage, or something. we're working off an honor system here.

a plethora of problems, sure. but ultimately, the key difference between the two is really simple: DDN is more compelling as a beat 'em up, despite its foibles. whatever stiffness is felt in its opening chapters is wrung out by the finale. where shredder's revenge is loose and centered on player empowerment, DDN asks the player to engage with the mechanics on its terms. and there's a comprehensive strictness to these systems that engenders a genuine sense of reward when you find that one strategy that'll help overcome a grating section, or when you discover tech that'll aid in combos, or when you learn how to navigate its effective encounter design. it's one of those beat 'em ups where every tool in your arsenal feels like it has both general and niche use, where every weapon pickup feels like a godsend - but you still gotta swing that bat carefully.

one helpful point of comparison is the existence of a dodge in both games. in 2D beat 'em up circles, dodges have a crummy reputation because in the best case scenario, they dilute encounter design and defensive mechanics to telegraphed avoidances of attacks, and in the worst case scenario they break the game on its hinges completely. the dodge in shredder's revenge is apt given the number of aggressive enemies on screen, and tribute did well to imbue it with heft through recovery frames, but it's also still distinctly weightless. you float into offence, sway back with a dodge, and tap the attack button again to leap back into the fray and continue your assault.

while you'll have to avoid attacks by jumping and moving horizontally/vertically, there's two kinds of dedicated dodges in DDN, both of which are cumbersome. the first, and most interesting, is a god hand-esque duck. throw jabs in someone's grill, and duck if you register a high attack being thrown your way to maintain offence. given the recovery frames involved, and the danger of immediate punishment if you fail, there's a higher sense of risk involved with the duck than can sometimes be said for shredder's revenge. but there's genuine reward, too - wayforward gave it meaning by greatly increasing your damage for an extremely minute window of time upon a successful attack, which deftly encourages meticulous aggression. and you'll be needing that damage boost, because enemy hp has been tuned just so - they're not damage sponges, but offence doesn't guarantee security because the microseconds you spend wailing on a guy is plenty of time for some other enemy to waltz in on you and ruin the fun. DDN has this sense that you're flirting with danger constantly, that you're never actually safe - it's pretty remarkable how they were able to subtly achieve this.

and so DDN is able to fold its dodge into acute positioning - the secret formula for every good beat 'em up. after initiating a duck, you can dodge roll (which seems to have very selective iframes), or you can opt for a low-damage grounded attack or a high damage flying knee. every option here is grounded in decision-making filtered through positioning. to roll through certain attacks, i have to have the foresight to duck in advance. sure, i want to cancel a duck into a flying knee for my juggle - but if i do that, i'll jump right into a pit, or a stage hazard. the list of minute calculations goes on, and it's why this clicked for me in a way i couldn't with shredder's revenge.

if you'll forgive its aged aesthetic (leaving aside kaufman's score - your mileage still might vary but theres still at least a couple of standouts imo) what you find is a beat 'em up that understands the genre finds life through restriction. and you can't ask for more than that.

while it doesn’t do a whole lot new for the genre, i still had a blast beating this with my friend. playing it solo is more than likely impossible for the average person, but if you’ve got a friend and nothing to do for the night, it’s probably worth your time

Fine. Interesting levelling system. Excellent soundtrack (which was what brought the laughs more than the ingame humour). The 'mixtape' system ended up a bit restrictive in the end; I wished it was easier to change moves for different situations, for example.

Gameplay and graphics sucked but man the music was awesome

While Double Dragon Neon may be a bit on the short side, there are just too many things on the plus side to say that it’s not worth your time. The game offers so much from different playstyles, Bro-op, and an amazing soundtrack that any nitpicking seems to be unnecessary in the grand scheme of things. Neon is a great game, and anyone looking for a beat’em up or a Co-op game or even to listen to some really good music should play it.


I'll never forgive IGN for letting a guy that says he hates beat 'em ups review this game.