Having the Scott Pilgrim guys and the co-developers of Streets of Rage 4 on the dock here meant this was never gonna be a failure, regardless of its status as a pretty ridiculous exercise in nostalgia for folks who are still wrapping their arms around a childhood long past expiry. Sometimes a shameless cash-in can also be a fantastic beat 'em up, and that's okay - the miracle of video games is that sometimes really good ones are created to promote some shitty movie.

Although based on the secret ooze that created Turtles in Time, you can feel the SOR4 in this from the moment you first grapple an enemy. We're back. Tribute Games and Dotemu have done a technically-marvelous job of taking that original arcade/SNES framework Konami developed and polishing its rough, unforgiving edges off with fairer, more thoughtful mechanics from other brawlers that folks know and love. This game isn't quite as mechnically dense or strict in the challenges it lays down in comparison to other 2D beat 'em ups, but that makes total sense because this also has to be a 90s reverie for people who just want to see Mikey eat pizza or hear a 67-year old man try to sound like a teenager again or listen to the boss themes Wu-Tang composed. And that's cool by me - I want more people to experience the joys of the genre.

Mechanically, I'd say this thing plays like the Ultimate Marvel vs Capcom 3 to Streets of Rage 4's Street Fighter IV - you're allowed far more leeway with OTGs, wall bounces and cancels compared to the precision of Wood Oak City, which leads to tons of incredibly satisfying juggle pathways that can even integrate obstacles from the surrounding environment. For example, with Raphael you can jab-loop a dude, cancel the last hit into a dash, cancel the dash into a shoryuken, roll-cancel over to the other end of the room and wall-bound the sandbagging body back to you by lunge-kicking it with a roomba. It's mondo bodacious, and goes to show how fulfilling fighting/brawling video games can be when you let the player "power fantasy" themselves as a lean green fighting machine with lengthy, stylish, free-flowing combos. A great way to show people how fun beat 'em ups are.

Six-player more or less throws all of the above out of the window in favour of a pizza party game, which is totally cool and lot of fun too, even if you're like me and don't know who anyone on the screen aside from the Ninja Turtles is (I am the right age for this flavour of TMNT, but they were called the Teenage Mutant Hero Turtles over here and my mum didn't like me watching violent things and/or buying little post-Reaganite/Thatcherite plastic frog guys). A great beat 'em up should exist both as a big bashing exercise and a Sifu-like pathway to combat mastery, and no doubt some wise old masters will come along and show us multi-character juggle combos in the months to come that are like, mega bonkers radical, dude. Despite being PvE experiences, great beat 'em ups always end up developing fighting game-like communities around them who all end up complaining about patch notes and balance changes - it just goes to show the passion a great entry in this genre can inspire.

Only finished it twice so far - once solo and once in a random party - but feel like this could comfortably be a game like Streets of Rage 4 where I end up beating it like 10 times on different difficulties with different characters because it's clear they put the work in, making every character their own game to learn and every stage on every difficulty its own challenge to understand. What I'm trying to say here is that you should play Streets of Rage 4. Cowabunga! This thing has the fuckin Nickelodeon logo at the start and it could be Game of the Year lmao

Reviewed on Jun 17, 2022


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