SoR 4 traz muita experiência de seu antecessor com belos gráficos modernos e uma jogabilidade refinada.
Porém traz pouca inovação em matéria de gameplay e estrutura, e uma OST que não é nem de longe tão marcante quanto seus antecessores.
Feito pra ser rejogado diversas vezes, suas 2h de incursão remuneram o jogador com personagens novos e antigos, incentivando o replay.
Porém traz pouca inovação em matéria de gameplay e estrutura, e uma OST que não é nem de longe tão marcante quanto seus antecessores.
Feito pra ser rejogado diversas vezes, suas 2h de incursão remuneram o jogador com personagens novos e antigos, incentivando o replay.
I've only touched Streets of Rage, before, and I've always found that blasphemous considering the fact I love the beat-em-up genre. Upon seeing gameplay for this new entry into the series, I negated the fact that I'm not well-versed in this franchise, and decided to pick this up to play with my brother. Although Streets of Rage 4 ties into the other games, in typical beat-em-up fashion it doesn't matter what you've played and what you haven't, because punching the living daylights out of things isn't what we'd call "narratively complex."
Anyway, in the 2-ish hours it took for my brother and me to slam through the story mode on "normal" difficulty, we had a great time. Phenomenal art style/animations, fluid, fun gameplay, and a cool mix of visual customization options permeate the experience, which is exactly what I'd want out of a beat-em-up experience.
I honestly don't have much in terms of complaints in the game except for some relatively minor ones. To start, I think the game needs a tad bit of difficulty returning. The game is manageable on "normal" and we beat it well, only hitting "game overs" a few times, yet there's some enemy attacks and especially some heavy-hitting boss attacks that seem impossible to dodge and deal hefty amounts of damage. One boss in particular towards the mid-point of the game had a large charge-up for an attack, which we couldn't break, then proceeds to do said attack across the entire arena, knocking out a whole HALF of your health bar when it connects; either that charge state needs to be more easily broken, the attack only needs to happen once, or the damage output needs to be severely dropped to make that feel remotely fair.
My other complaint is just a lack of overall content for the game. Outside of some tiny secret levels to find, the only other gameplay offerings besides the main story is an arcade mode where you've got one life to finish the game, a simple boss rush, and a half-baked arena duel you can participate in with another player; not all that engaging I must say. The story, itself is super fun so going through it multiple times is certainly not an issue; the replay value of this game is high like many other beat-em-ups, but an extra mode or something would've been appreciated to flush this out a tad more.
Anyway, Streets of Rage 4 is a super solid experience; fun, difficult, and an audio-visual treat to experience. The game is completely solid in performance no matter the platform (so far as I've seen), so if you're like me and have been starved for some well-polished beat-em-up goodness, you cannot go wrong with this game.
Anyway, in the 2-ish hours it took for my brother and me to slam through the story mode on "normal" difficulty, we had a great time. Phenomenal art style/animations, fluid, fun gameplay, and a cool mix of visual customization options permeate the experience, which is exactly what I'd want out of a beat-em-up experience.
I honestly don't have much in terms of complaints in the game except for some relatively minor ones. To start, I think the game needs a tad bit of difficulty returning. The game is manageable on "normal" and we beat it well, only hitting "game overs" a few times, yet there's some enemy attacks and especially some heavy-hitting boss attacks that seem impossible to dodge and deal hefty amounts of damage. One boss in particular towards the mid-point of the game had a large charge-up for an attack, which we couldn't break, then proceeds to do said attack across the entire arena, knocking out a whole HALF of your health bar when it connects; either that charge state needs to be more easily broken, the attack only needs to happen once, or the damage output needs to be severely dropped to make that feel remotely fair.
My other complaint is just a lack of overall content for the game. Outside of some tiny secret levels to find, the only other gameplay offerings besides the main story is an arcade mode where you've got one life to finish the game, a simple boss rush, and a half-baked arena duel you can participate in with another player; not all that engaging I must say. The story, itself is super fun so going through it multiple times is certainly not an issue; the replay value of this game is high like many other beat-em-ups, but an extra mode or something would've been appreciated to flush this out a tad more.
Anyway, Streets of Rage 4 is a super solid experience; fun, difficult, and an audio-visual treat to experience. The game is completely solid in performance no matter the platform (so far as I've seen), so if you're like me and have been starved for some well-polished beat-em-up goodness, you cannot go wrong with this game.
Good. Very good but not amazing.
I think having punches feel like SOR2 was a good call. Characters like Axel or Blaze without a dash (coming right out of SoR3) felt a little weird. I think you can manage VERY well without it and calls for evasion aren't THAT demanding at least to me. But still, slightly handicapping Axel and Blaze from what the 3rd game did, I just can't wrap my head around. I don't mind them having something like Adam's short dash minus being able to turn around the opponent would've suffice. People say there isn't much depth to combat, but I think whatever tricks unique to each character can do make it worth at least experimenting with.
Enemies felt varied enough at least until the last few stretches of the game. Though, enemies like the taser cops felt a bit on the cheap side. Fat enemies felt a bit more annoying than previous games.
Bosses definitely posed a challenge without being TOO hard if you know what you're doing. The most I would have are at least one retry normally. This is speaking of experience of a normal mode run-through. These bosses definitely felt different from one another which is good.
One thing I straight up didn't like was locking some features by beating the story mode first. Arcade mode and Boss Rush: fine, I guess. Stage Select and Battle: no.
Presentation is pretty great technically. There's of course the actual art style for the character art which I don't mind personally. Its probably to make animation less taxing so I think they did good with what they have. Damn good. Backgrounds I'd say are an evolution for the series.
Overall a good game and a fine revival.
I think having punches feel like SOR2 was a good call. Characters like Axel or Blaze without a dash (coming right out of SoR3) felt a little weird. I think you can manage VERY well without it and calls for evasion aren't THAT demanding at least to me. But still, slightly handicapping Axel and Blaze from what the 3rd game did, I just can't wrap my head around. I don't mind them having something like Adam's short dash minus being able to turn around the opponent would've suffice. People say there isn't much depth to combat, but I think whatever tricks unique to each character can do make it worth at least experimenting with.
Enemies felt varied enough at least until the last few stretches of the game. Though, enemies like the taser cops felt a bit on the cheap side. Fat enemies felt a bit more annoying than previous games.
Bosses definitely posed a challenge without being TOO hard if you know what you're doing. The most I would have are at least one retry normally. This is speaking of experience of a normal mode run-through. These bosses definitely felt different from one another which is good.
One thing I straight up didn't like was locking some features by beating the story mode first. Arcade mode and Boss Rush: fine, I guess. Stage Select and Battle: no.
Presentation is pretty great technically. There's of course the actual art style for the character art which I don't mind personally. Its probably to make animation less taxing so I think they did good with what they have. Damn good. Backgrounds I'd say are an evolution for the series.
Overall a good game and a fine revival.
I went into this fairly blind, having only played very little of the Genesis SoR games, but hey - this is pretty dang fun!
Beat-em-ups have a reputation of being shallow and boring, but this game gets around that by having a combo-heavy combat system that encourages finding a rhythm, not unlike a character action game. And the the characters are extremely varied, ranging from pure rushdown (Cherry) to being more methodical (Floyd).
The difficulty can get a bit uneven, and it loses a little steam near the end, but overall definitely recommended.
Shit, now I wanna play Guardian Heroes again.
Beat-em-ups have a reputation of being shallow and boring, but this game gets around that by having a combo-heavy combat system that encourages finding a rhythm, not unlike a character action game. And the the characters are extremely varied, ranging from pure rushdown (Cherry) to being more methodical (Floyd).
The difficulty can get a bit uneven, and it loses a little steam near the end, but overall definitely recommended.
Shit, now I wanna play Guardian Heroes again.
As someone who's not like, really huge on beat em ups, as someone who tends to suck at them, and mentally fought with myself to make sure I went through Normal mode with zero assists used, this is a fucking amazing game to play.
It's crazy how much fun it just becomes on top of the excellent enemy design when you have situational specials to use, creating an elegant dance between going for maximum damage and dodging attacks. From taking care of overwhelming damage coming your way by sweetly timing your defensive super, to charging at an enemy's startup attack with an aerial, it's ridiculous fun to give and avoid receiving hits. There's even a training mode (or well, a battle mode that can figuratively act as one) and 4+unlockable different characters to play, each with their own attacks and specials that differentiate them. The toolset you have is so versatile that it's honestly a no brainer to the devs that they put in a battle mode.
The bosses are mostly all fantastic too, forcing you to go for proper whiffs and proper micromanagement, with some of the better ones throwing multiple enemies on screen you have to manage while going for these combos. There's a couple stinkers but it feels like it never missed.
By the end of it I was boiling with high praise to give it, even despite a few subliminal issues like star powers being basic shmup bombs, it was an excellent short and sweet experience. I'll probably go back to it at some point to play it on higher difficulties, or go for higher rankings by going for more optimal combos.
Bonus: You also get to kick the shit out of a lot of blue pigs in this game.
It's crazy how much fun it just becomes on top of the excellent enemy design when you have situational specials to use, creating an elegant dance between going for maximum damage and dodging attacks. From taking care of overwhelming damage coming your way by sweetly timing your defensive super, to charging at an enemy's startup attack with an aerial, it's ridiculous fun to give and avoid receiving hits. There's even a training mode (or well, a battle mode that can figuratively act as one) and 4+unlockable different characters to play, each with their own attacks and specials that differentiate them. The toolset you have is so versatile that it's honestly a no brainer to the devs that they put in a battle mode.
The bosses are mostly all fantastic too, forcing you to go for proper whiffs and proper micromanagement, with some of the better ones throwing multiple enemies on screen you have to manage while going for these combos. There's a couple stinkers but it feels like it never missed.
By the end of it I was boiling with high praise to give it, even despite a few subliminal issues like star powers being basic shmup bombs, it was an excellent short and sweet experience. I'll probably go back to it at some point to play it on higher difficulties, or go for higher rankings by going for more optimal combos.
Bonus: You also get to kick the shit out of a lot of blue pigs in this game.
A fantastic sequel, 26 years after the last one this entry manages to perfectly balance what made the originals so great while making it work as a modern game. A good challenge, fantastic soundtrack, satisfying combat and a really nice updated art style. Now I want Capcom to do the same for Final Fight!
O rei dos beat 'em ups voltou, e ele nunca esteva tão glorioso. Não é só a nostalgia falando, não. SoR4 é bom mesmo, independente de você ter carinho pela série original. Inclusive, aqui está um exemplo de uma sequência feita por fãs que tenta realmente melhorar a série, em vez de simplesmente emular o passado — algo notável até no visual, que não usa o estilo retraux comum em jogos indie, em vez disso optando por uma direção de arte bem moderna, ainda que no espírito dos jogos originais. Já a pancadaria é mais próxima dos clássicos, o que não é problema algum. Pelo contrário, né?
It's a beat em' up, and it's a damn fun one at that. All of my issues with these game are extremely minor nitpicks like depth perception and the lack of a dash for all characters that aren't Cherry (which this game doesn't actually need, it's designed in a way that does not necessitate speed) but otherwise I had basically no problems. An innovation this game does make is a fully fledged combo system which is VERY fun to experiment with and is probably my favorite part of it, and as standard for these arcade-y kind of games it has a TON of replayability, even going as far as to give you rewards (in character form) for doing better on levels. I'll definitely be coming back to this one later on.