Where’s Gotham City’s ethics?

The most notable aspect of Batman: Rise of Sin Tzu is that it marked a first for the Batman franchise: the first time a major character was debuted in a video game. It has been nine years since the game’s release though, and I’m not aware of the villain Sin Tzu gaining much traction; I mean, I’ve only ever heard of him in the context of this video game, albeit, I’m not especially well versed in the Batman universe. Debuting in a mediocre beat ‘em up probably didn’t help his chances at stardom though.

Batman: Rise of Sin Tzu is an Ubisoft Montreal developed, Ubisoft published beat ‘em up from 2003. It was released for the PlayStation 2, Xbox, GameCube, and Game Boy Advance, and while I only played the GameCube version, I’m sure the PS2 and Xbox versions are identical. My friend and I played through what I believe constitutes the first quarter of the game, and I speak for both us when I say Rise of Sin Tzu was underwhelming.

The game revolves around on the eponymous hero defending Gotham City from the eponymous villain. Sin Tzu has formed an alliance with Scarecrow, Clayface, and Bane and they’re wreaking havoc. With the assistance of Robin, Batgirl, and Nightwing, Batman sets out to defend Gotham City from these baddies. Although there are four heroes, the game only supports co-operative play for two, a glaring omission. On the bright side, those two extra players won’t be subjected to the tepid gameplay.

This screenshot is cognizant of the game’s quality.

 

Each hero had slightly different stats and had a wealth of combos to execute, yet I was content to just mash the punch or kick button. The combos were differentiated by timed button presses, although they weren’t starkly different. Special moves could be unlocked using earned points which could also be spent on bonus features like toys or comic book covers. My friend and I played through the first quarter of the game, toppling Scarecrow, and besides the lame combat, the bland level design and poor camera left us unfulfilled.

Stages lasted about ten minutes and tasked us with fighting through groups of Scarecrow’s henchmen. Opposition was light early on but they eventually began using Scarecrow’s gas on us. It affected the camera, making it very wavy, but not problematic like the occasional event of the camera getting hung up on a corner. Still the biggest detriment to our enjoyment was the bland level design. We’d plod down unchanging Gotham City streets, encountering groups of henchmen, but no real excitement. This was compounded by the weak combat and the drab graphics.

Challenges attempted to keep gameplay fresh, although they weren’t too varied and the gameplay was lackluster in the first place.

Batman: Rise of Sin Tzu is a mediocre beat ‘em up that will likely only be remembered for debuting a character into the franchise.

Stallone’s outfit seems a little bare for the Rockies.

When the failed heist of a treasury plane leaves John Lithgow and his group of robbers abandoned in the Rocky Mountains, they force rescuer/mountain climber Sylvester Stallone to locate the lost suitcases of money and get them out alive. This introduction is what one gleams after watching the ten or so minutes of low-quality, grainy footage that sets the stage for the first level of the Sega CD video game based off of the 1993 film, Cliffhanger. Developed by Malibu Interactive and published by Sony Imagesoft, Cliffhanger features awful beat ‘em gameplay interspersed with fast-paced 3D snowboarding and dire video clips.

Fighting the dozens of enemies was unpleasant thanks to Stallone’s slow movement, limited selection of attacks, and poor hit detection, among other deterrents.

After locating one of the lost suitcases, Stallone is on his own as he proceeds to traverse and scale peaks that contain way more enemies than one was lead to believe was with Lithgow. The beat ‘em up gameplay that ensues is awful. The stages are full of banal action that manages to be infuriatingly cheap. Stallone moves like a child with a dozer load in his diaper and after every hit he takes, he collapses onto his batch of brownies. This Stallone is not the Rocky who can take the hits, and deal them out with more determination and intensity than his foes. Thankfully, the enemies also can’t take a beating and are out cold after two or three hits. But when it comes to scaling cliffs, don’t even bother. Resting on perches are snipers who can’t be touched, so don’t worry, Stallone’s just going to have to man up and take a few bullets. The lives will be lost and continues will be used – thankfully the game doles out a combined twenty-one chances to outwit Lithgow, but you’re gonna blow through them on the snowboarding sections.

When he’s not killing thugs with his bare hands (or wussing out by using a knife or gun), he’s hitting the slopes and getting his daredevil thrills by outrunning avalanches. How Stallone can go from falling on his ass to outrunning avalanches is a weird disparity in pacing. These stages of the game are quasi-3D with Stallone shredding into the screen while dodging boulders and bushes. Speaking of infuriatingly cheap, it was one of these stages that I rage quit and decided I could spend my time better. Still, the fast-paced gameplay of the snowboarding sections was the complete opposite of the worthless beat ‘em sections and for that, I almost enjoyed it.

This game was released for other systems back in the day (Genesis, SNES, Game Boy, and Game Gear) but this was the only version to feature snowboarding sections.

Cliffhanger’s beat ‘em up gameplay pales in comparison to the titans of the genre and its snowboarding sections are a thrill, but too long for their own good. The soundtrack was ridiculously clear, but I don’t care. The best part of Cliffhanger was the twenty minutes of malodorous video, and that’s saying something.

One aspect I really enjoyed about the game was the soundtrack - classical music.

I believe it was E3 2011 when I began paying attention to Asura’s Wrath. I could swear I read previews or listened to podcasts where people discussed the demo at the show. Their descriptions of the game were madness; a boss growing to be larger than Earth itself, another boss wielding a sword whose blade was hundreds of miles long. Well a demo was recently released onto the Xbox 360 and PS3 (the version I played) and I gave it a whirl to see Asura’s Wrath for myself.

Wyzen was already much larger than Asura but that growth just isn't fair.

The first stage of the demo had me battle a giant Buddha-bellied guy named Wyzen. I played as Asura who stands as tall as a normal human. Meanwhile this Buddha-bellied guy is hundreds of times Asura’s size. I ran towards him firing projectiles which filled a bar at the top of the screen. Once it was full I hit the R2 button and entered Burst Mode. In this mode Asura went all out and I was able to beat the crap out of Wyzen. I think it was at this point that Asura grew four more arms, which helped in accomplishing my goal of beating the crap out of Wyzen. After some more fighting, Wyzen, who was already big, grew to be larger than Earth. He was in space alongside Earth when he began motioning his finger towards Earth, the way you or I would press a button. He began smashing Asura at which point I had to mash on the circle button until I triggered Burst Mode and wailed on Wyzen until he was destroyed.

The second stage of the demo took place on the moon. Asura was battling a guy who looked very similar to him. This battle continued on for a while and it played like a simple beat ‘em up. I had to get close to this guy and then punch him a lot. I continued enabling Burst Mode and taking chunks of this bad dude’s health bar out until he unsheathed his sword. This changed the fight a little as he’d send beams of energy my way. I had to avoid these while trying to get in close to wail on him. After a while he pointed his sword at Asura and it began extending towards him. Asura caught it with his hands but it kept growing, thrusting Asura off the moon and towards Earth. Eventually this bad guy pinned Asura on the Earth, although his sword kept extending eventually breaking through the other side of the planet. Right before Asura’s comeback the demo ended.

I wonder if the game will consist solely of boss battles?

If these two stages are any indication, Asura’s Wrath will be jam-packed with outlandish stages and entertaining cutscenes. What it won’t be jam-packed with is actual gameplay. Performing the majority of these actions was done through simple quick-time events, and the little bit of beat ‘em up gameplay I experienced seemed very basic. In this brief introduction to the game, it seemed like my goal was “beat up dude until burst gauge is filled, trigger burst mode, win.” But if Asura’s Wrath is as outlandish as the demo makes it out to be, it should be an entertaining experience regardless of the depth of the combat.

The Bouncer – Review

December 20, 2011

Tough guy.

Surprised by how much I enjoyed the Streets of Rage games earlier this year, I look upon beat ‘em ups in a new light nowadays. However I have yet to play one in 3D, disregarding games which feature beat ‘em gameplay but rely on many more elements, like Batman: Arkham City. Therefore The Bouncer is my first foray into a 3D beat ‘em up with a traditional, simpler focus.

The Bouncer was released very early on in the PlayStation 2’s life cycle. It was developed collaboratively by Square and Dream Factory and published by Square Electronic Arts on March 5, 2001. With Square being more familiar with RPGs, I assume most of the game’s development was handled by Dream Factory, known for fighting games with minor RPG elements at the time. Regardless of the pedigree, The Bouncer is a beat ’em up.

The Bouncer follows a group of three bouncers as they rescue their kidnapped friend. Sion, Volt, and Kou are all working when Dominique, a young girl who Sion recently found, gets captured by ninja-like thugs. As they search for Dominique, they get involved with a major corporation run by a megalomaniac named Dauragon. He is the root cause for their woes and they deal with him and others as they get closer to finding Dominique and unraveling Dauragon’s plans.

It's easy to know how many enemies are left and their health thanks to the heads-up display.

It took less than two hours to complete The Bouncer and I liked the pacing of events. Unlike an RPG which may resolve a minor story thread over the span of hours, The Bouncer introduced a few key players early on and dealt with them over the short run time. I didn’t know a lot about the characters, but I didn’t need back story to understand them. Sion had strong feelings for Dominque and wanted to rescue her. Dauragon had a complicated past that shed light on his reasoning for kidnapping Dominque, but then the plot in general snowballed into craziness.

Whereas the older beat ‘em ups are primarily gameplay with little story development, The Bouncer is mostly story with minor gameplay bits. I haven’t tested it myself but some say that 2/3 of The Bouncer is cutscenes, and that sounds right and maybe for the best.

I didn’t like The Bouncer’s gameplay. Attacks felt like one-time affairs that could rarely evolve into a combo and never be chained with another attack. I had four attacks: low, medium, and high as well as a jump attack. I never mixed and matched attacks with any success and combos were short bursts of the same attack dependent upon how much pressure I applied to the attack button; The Bouncer took advantage of the PS2s unique pressure sensitivity feature. I found that I could lightly press the high three times and get a nice combo and I stuck with this.

Because attacks felt like one-time affairs, the combat felt stilted, very stop and go. The same can be said for the overall pacing of The Bouncer. I’d witness a few cutscenes and then get to play, only to defeat two enemies and watch more cutscenes. I found it jarring how little I spent actually playing the game. Most of the combat took place in closed off areas resembling arenas with only a few stages requiring me to get from point A to B. Some of the stages lasted less than a minute.

When I did get to play the game I had the option of choosing which bouncer I wanted to play as. They each had their own stats that could be upgraded. Implementing an element of RPGs, I gained experience from each enemy I took out. I could then apply the experience to level up Sion, Volt, or Kou’s health, power, or defense, or use the experience to learn a special attack. I stuck with Sion and focused on boosting his stats and it had a noticeable effect.

Tetsuya Nomura received the first credit in the game, character designer. His work here is reminiscent of his other work, notably Kingdom Hearts.

The Bouncer, my first foray into a traditional 3D beat ‘em up was lackluster. The gameplay was rough around the edges, what little of it there was. The addition of the experience system is actually a solid idea and tied with the game’s short length and multiple playable characters, it’s conducive to me playing more of the game. In retrospect, maybe I should’ve given more credence to the pedigree, because at the time Square seemed more interested in making movies, not beat ‘em ups.

2/5

Yesterday my girlfriend and I went to the movies and watched J. Edgar. As we were walking out I spotted a small, dark room containing about a dozen arcade games. The first thing I noticed when we walked in was two teenagers making out in a cockpit. Once I was done staring at them, we walked around and I told my girlfriend about the games. We stuck to one wall avoiding the other couple and after getting change we played a few games.

I'd love to have the double cockpit version of this game.

The first game we played was Cyber Troopers Virtual-On. It was developed by Sega AM3, published by Sega, and released around 1995. We picked two anime inspired mecha and fought each other until someone won two rounds. I liked that we had to sit down in a cockpit and pilot out mecha with two joysticks. In practice though we didn’t have time to figure out what the buttons did. By the time we were starting to grasp the controls, she had won. Next up was X-Men.

X-Men was developed and published by Konami in 1992. It’s a side-scrolling beat ‘em up and what I thought X-Men for the Sega Genesis was going to be. I played as Storm while she picked Wolverine; it was much easier to understand than Virtual-On. The graphics seem very detailed for when X-Men came out; our characters in particular were very large, good looking sprites. I think my joystick might’ve been messed up because I had a difficult time getting Storm to walk down. We didn’t last long but I enjoyed the minute or two we played it.

Storm using her special.

Lastly my girlfriend played Maximum Force, alone because one of the coin slots wasn’t working and it stole my change. Maximum Force is a light gun shooter developed by Mesa Logic and published by Atari Games in 1997. I didn’t find this game very attractive. The environments were poor 3D while the characters were 2D sprites. The enemies (monsters or aliens?) jumped into screen quickly and popped up all over the area, making it easy to get flustered. She lasted a while, but Maximum Force didn’t look very fun. You know what? I don’t think Maximum Force is the game she played because the descriptions of it on the internet differ from what I’ve just said.

There were plenty more arcade games but I only had three dollars worth of change and it went fast. I liked X-Men and could see myself wanting to stay and play through it, but overall it was kind of a poor experience. That doesn’t diminish my want to visit a proper arcade jam-packed with games or California Extreme, a large arcade convention, those would be fun with a friend or two. But until I do, my arcade action is limited to the movie theaters.

Batman or gargoyle?

Batman: Arkham City is the follow-up to one of 2009s most popular and critically acclaimed games: Batman: Arkham Asylum. The combat is nearly identical to Arkham Asylum’s while the environment is many times larger. Throw in a captivating story with a ton of post-game content, and I think 2011 is going to be a repeat of 2009.

Batman: Arkham City’s combat is mostly unchanged from Batman: Arkham Asylum. It revolves around Batman pummeling bad guys with his fists and gadgets and doing it exceptionally well. He leaps from goon to goon, even when they’re incredibly far apart and the blows he delivers are impactful, especially the final hit when dealing with a group of hoodlums. I didn’t make good use of every option available to Batman, but I really, really liked the melee combat. I’ve heard it called the best melee combat in video games and I’d have to agree.

The fights get tougher when different enemy types are introduced. There are a few larger than normal enemies that take a whooping and there are a few that require special tactics such as attacking from behind, but Batman’s biggest threat, aside from a few bosses, are enemies with guns. In a way, Arkham City has two modes of combat. The first is the all-out melee combat where I took on any comers, while the second revolved around stealth.

If I didn’t act stealthily around bad guys with guns and they noticed me, it was basically game over. Batman can take a walloping from run-of-the-mill bad guys, but guns shred him up. When I encountered a group of well equipped thugs, I took them out quietly, and this was as fun as tackling a large group. As I took more enemies out, they would freak out, giving me direct feedback on how I was doing. What I liked most about this sort of combat however was my forced reliance on my environment and gadgets. If I didn’t take these two aspects into consideration, thugs with guns would be much tougher.

Detective mode returns!

After the events of Arkham Asylum, Gotham City is still fed up with the villains that plague them. Through a curious chain of events, the most crime-ridden area of Gotham City is condemned and turned into Arkham City, a massive jail essentially. Dr. Hugo Strange is a key figure and as one might guess, up to something sinister.

Strange captures Bruce Wayne as he’s criticizing Arkham City and announcing his bid to run for mayor of Gotham City. Unfortunate for Strange, Batman is now inside Arkham City, but he’s not alone. Catwoman plays a large role in the game, but it’s strange how she is implemented. The ability to play as Catwoman is really a piece of downloadable content and included with any new copy of Batman: Arkham City. But everyone else will miss out unless they buy the DLC. Not infuriating, but whatever.

Her story is woven into the game at four points, and at natural breaks in Batman’s story. Her plot intertwines with Batman’s and I generally liked the break from Batman. She plays very similar to Batman, but she doesn’t have the same gadgets. She doesn’t have a lot of them either; only three compared to Batman’s dozen. Her fights were predominately just that, fights; I rarely took enemies out stealthily as her.

Batman and Catwoman meet many familiar and not so familiar villains from Batman lore. Batman has run-ins with a few major players like The Penguin and Mister Freeze, but The Joker is his main foe. What happens is very peculiar though. For most of the game, they are seeking the same thing and they operate as frenemies, but the way their relationship eventually plays out is intense.

I was really captivated by Arkham City’s story. Every time I’d finish a story thread, something interesting would happen and make me want to continue. Unlike a lot of games, I rarely wanted to stop playing it, and when I wasn’t busy with the story, I had a fairly large open world environment to explore.

By interrogating certain thugs, locations of Riddler items would be placed on my map.

Scattered about Arkham City were hundreds of riddles and trophies The Riddler left behind; literally hundreds, nearly five hundred in total. I almost feel like it’s too many, but then again, I’ve spent as much time with the game after I beat it as I did to beat it. Most of his items are trophies and these require clever uses of Batman’s gadgets. There are also riddles which require me to take a picture of something, but I had a hard time with these considering the large environment. His items would be tagged on the map after beating up certain thugs and this was very welcome.

When not going after Hugo Strange, The Joker, or The Riddler, I had a decent amount of side quests to tackle. These were mostly tasked to Batman by his enemies, which seemed odd. I mean Batman had incentives to undertake them, but if I simply told you Batman was assisting Bane without elaborating, you’d probably be confused. In the same vein, Batman never kills his enemies, which in some circumstances, is frustrating. I understand he doesn’t want to take a life, but locking someone up in a simple cage seems shortsighted.

Besides the standard game mode (in which I could fully explore Arkham City post-game and tidy things up as Batman or Catwoman) I could undertake the Riddler’s Revenge mode. This mode contained a lot of maps where I was tasked with beating up groups of thugs and getting ranked on how well I did, or taking a group of thugs out silently, and in a few specific ways. There is a lot of stuff to do in this game!

Tagging objectives and items on the map resulted in a Bat-Signal which was very helpful and just plain cool.

Batman: Arkham City is an improvement over Batman: Arkham Asylum. The combat system has changed little in two years, but it’s still so great. I really liked the story and was surprised by a few things that happened; I’ll definitely remember the ending. My biggest takeaway from Batman: Arkham City is the amount of content it contains. I’ve spent a lot of time with the game these past two weeks, and it’s one of the only games I’ve ever completed and then jumped right back into… for another dozen or so hours. Having strayed from many of this year’s new releases I can’t say with authority, but I believe Batman: Arkham City is one of the year’s best games. Batman: Arkham City was developed by London based Rocksteady Studios and published by Warner Bros. Interactive Entertainment for the Xbox 360, PlayStation 3, and soon the PC. I played the Xbox 360 version.

5/5

Links:

Batman: Arkham City
Rocksteady Studios

Warner Bros. Interactive Entertainment

Batman is pretty awesome.

I didn’t necessarily play a ton of new games in 2009, but Batman: Arkham Asylum was my favorite game that year. The beat ‘em combat was unlike anything I’d ever experienced in a video game. As Batman I took on large groups of enemies, and once I learned the ins and outs of the deep combat system, I was able to rack up incredible combos and effortlessly take out thugs. There was so much more to the gameplay than just the combat though; exploration was such a major feature too. Witnessing so many of Batman’s enemies firsthand was interesting and my knowledge of the lore was enhanced because of Rocksteady Studios’ attention to detail. Needless to say I was pumped for the sequel.

Batman: Arkham City just came out, like yesterday, and I wanted to recap my experience with the first few hours. The biggest difference I’ve noticed so far is the environment. Last time we saw Batman, he was confined to Arkham Asylum and the island it resided on. This was a large environment, but for the most part, everything was connected via hallways. This time around, Batman has all of Arkham City to explore; it’s many times larger than the previous environment and feels much more open.

I’m beginning to get acquainted with the city and am increasingly able to know where I am via landmarks and important buildings. I’m traversing much of the city in the “canopy” by grappling to rooftops and gliding around. For every new story beat, I’m given an indicator of where I need to go, and the game lets progress the story at my own pace. I’ve encountered many sidequests so far and I don’t think I can walk for more than thirty seconds before finding something to do. I’ve been splitting my time between advancing the story and partaking in sidequests, and I’m just baffled by the amount of stuff to do.

Penguin has been a major player so far.

But what’s up with Arkham City what is it and why isn’t that game taking place in Gotham City? Well, when Arkham Asylum closed down, Gotham City still needed a place to put criminals and super villains, and Dr. Hugo Strange obliged. He’s behind the development of Arkham City, where ne’er do wells run rampant. Circumstances see that Batman winds up inside and yada, yada, yada. We all know Batman is going to do what Batman knows best, kick butt and put a stop to whatever madness is going on, and probably only temporarily. The story has introduced me to a handful of well known and lesser known enemies in the four hours I’ve played so far, and kicking butt is still challenging and rewarding.

The combat is identical to the previous game, I’m not sure I’ve even encountered any additional methods of attacking yet, but I’m sure that’ll come with time. That just means the combat is easy to learn and difficult to master like it previously was, and I’ve found I’m a little rusty, but then again I’ve already gotten a 40-hit combo. I still gain levels for kicking butt, completing quests, and finding secrets, and I still have a boatload of options to level up. That’s something I really like about Batman: Arkham City; there is a ton of additional stuff for me to do, and I feel it’s worth my time because the rewards have a direct effect on gameplay.

Detective Mode is back and still super helpful.

Honestly, Batman: Arkham City has exceeded my expectations in the four or so hours I’ve played of it. The story is captivating so far, but it’s really the gameplay that’s drawing me in. Fighting enemies and wanting to excel is challenging and fun. There’s so much to do too; I feel a little overwhelmed with the possibilities I have, progress the story, accomplish any number of sidequests, etc. but so far I’m blown away by Batman: Arkham City.

Links:

Batman: Arkham City
Rocksteady Studios
Warner Bros. Interactive Entertainment

Golden Axe – Review

May 18, 2011

Golden Axe was a launch title for the Sega Genesis in North America so it's not one of the better looking games on the platform.

The third beat ‘em up my friend and I played through recently was Golden Axe. Like the Streets of Rage games we played beforehand, it was developed and published by Sega, although Golden Axe was released as an arcade game before being ported to the Sega Genesis, the version we played.

Tyris Flare facing the first boss of the game. Lucky for her, she's found a cockatrice to ride.

Whereas Streets of Rage was set in an eighties or nineties version of a corrupted city, Golden Axe is set in medieval times. The three playable characters set out to rescue the king and princess who has been kidnapped by an evil ne’er-do-well named Death Adder. The plot is typical of the setting, as are the playable characters, a barbarian named Ax Battler, an Amazon named Tyris Flare, and a dwarf named Gillius Thunderhead. Unlike the plots in the Streets of Rage games where they appeared only as text at the beginning and ends, there are story bits between each level in Golden Axe, marking the progress the warriors make.

Throughout the levels my friend and I were attacked by Death Adder’s henchmen. The setting of Golden Axe allowed for the enemies to be more varied compared to Streets of Rage, although there were many who were the same model, just different statistics and a different color. Most of the bosses were repeated throughout the game and towards the end they used unfair tactics, such as the final boss’ proclivity to knocking us down and zapping us with magic, taking two of our health bars in one swoop.

And this brings me to my complaint about Golden Axe. Golden Axewas super tough, even playing on easy my friend and I had a difficult time getting to the seventh stage (eight stages total) and we eventually used a cheat code to skip levels. I normally would want to attempt completing a game without the use of cheat codes, but it seemed like we didn’t have a shot.

An example of the text displayed between levels. Although it's very simple, I appreciated the extra effort in tracking the warriors' journey.

With combos, we could get up to five hits in on an enemy, but it was difficult lining up correctly to do so. And I personally felt like I wasn’t getting enough response after hitting the attack button. I’m not sure exactly why I felt this way, perhaps it was the sound design of the hits, they sounded peculiar, not what I would expect from a metal weapon, or perhaps because I didn’t enjoy the sluggish character movement.

Rather than having a single health bar that depletes in differing amounts depending on the strength of attacks, my friend and I were instead given a health bar that consisted of what turned out to be three hits or combos. This made it feel like we had less of a shot just because we couldn’t take a lot of damage, couple that with the enemies’ ability to keep you in their combo if hit and it lead to frustration for both my friend and I.

But the most frustrating aspect for us was the difficulty of the final boss. We originally got to the seventh stage before losing our continues. We opted then to use a cheat code to select the final level and another to add nine continues. The final boss took an enormous amount of damage and he was able to evade the bulk of our attacks, and he had a little help with the aid of some invincible skeletons. Later on in the fight, he began using magic after knocking us down, taking out two of our health bars. He was difficult and we used plenty of continues but we ultimately conquered him and saved the king and princess.

Golden Axe was a mixed bag for me. A lot of the stages had a similar feel, but there were a few that had interesting settings, and they were fairly short which I liked. The soundtrack seemed meager, but the tracks present were phenomenal and I found myself humming them as we played, especially the first stage’s song. I appreciated having story bits throughout the game rather than at the beginning and ends. But I disliked the reuse of lack of standard enemy design and the similar looks of the majority of the stages. And more importantly, I disliked the way the game felt. It’s a hard concept to quantify but it is ultimately what made me like Golden Axe less than Streets of Rage and Streets of Rage 2. Golden Axe was equally filled with parts I liked and disliked and for that I recommend it only to those seeking out another beat ‘em up.

Max, Blaze, Axel, and Eddie taking out baddies on the box art.

So, before I played Streets of Rage, I thought I disliked beat ‘em ups but it turns out, I really enjoy a solid beat ‘em up, especially with a friend. With Streets of Rage completed I naturally moved onto Streets of Rage 2. Figuring out exactly who had a hand in the game’s development was a little tricky. The credits list people working at Ancient, MNM (MNM Software, later Mindware), Shout!OW (Shout! Designworks), HIC (couldn’t find any info on this), and I’m sure a few were from Sega. Anyways, I’ve always heard talk of Streets of Rage 2, that it was the best in the series and perhaps the genre, so I was anxious to try it for myself.

Streets of Rage 2 begins a year after the events of Streets of Rage. Peace has returned to the city that Adam Hunter, Axel Stone, and Blaze Fielding once called home. Axel and Blaze have retired from the police force and moved out of town  while Adam is still an officer and lives on the edge of the city with his kid brother Eddie “Skate” Hunter. On the anniversary of Mr. X’s downfall the gang gets together to celebrate. The next day, Eddie returns to find his older brother gone and their house ransacked. He gets a hold of Axel and Blaze and when they arrive, they notice a picture of Adam tied up at the feet of Mr. X. Not ones to leave a friend behind, Axel and Blaze set out to rescue Adam with the aid of Eddie and Axel’s wrestling friend Max.

Axel, facing four thugs. Notice the enemy's health bar underneath Axel's.

With the cheesy plot of Streets of Rage 2 providing momentum for these four, the battles soon ensued as my friend and I ventured throughout the nameless city once again. While the stages in Streets of Rage definitely had a strong atmosphere with the nighttime setting, the flashing neon lights, the dark, pumping soundtrack, the stages themselves were straightforward and for the most part, similar in setting.

Streets of Rage 2 contains the familiar elements of stage design compared to the original, but took my friend and I through a greater diversity of stages. We ventured through the city streets at the outset, but soon fought through an amusement park, a stadium, and even a jungle. And besides the diversity in backgrounds, the stages themselves were broken into two or three sections themselves. These sections seemed as long as the stages in the original game, which meant the stages in Streets of Rage 2 were longer, while still retaining succinctness.

There were two changes to the gameplay of Streets of Rage 2 that I really enjoyed. First off, the game was much speedier compared to the original. I initially thought character movement in Streets of Rage was a little slow (especially vertical movement) but it wasn’t so slow that I couldn’t adapt or didn’t enjoy the game. This increase in speed appeals to me because it feels like there is more immediate feedback between my inputs and my character’s action, plus I enjoy the game moving at a slightly faster clip.

Axel, fighting the boss of the stadium stage.

The second change I enjoyed was the addition of an enemy health bar whenever they were attacked. Whenever my friend or I would attack an enemy, that enemy’s health bar would appear underneath the health bar of the player that attacked them. This was smart as we had more information on the situation at hand and knew how much more damage we needed to deal to a specific enemy.

The final aspect worth mentioning is the technical improvements of Streets of Rage 2 compared to the original. The character models of allies and enemies alike appeared more detailed (perhaps larger too) and the backdrops of the stages were more animated. The backgrounds had more elements moving and there was generally more going on; overall, the game looked better. I very much enjoyed the soundtrack to Streets of Rage, and the soundtrack for Streets of Rage 2 is as good, if not better. It sounds darker but more importantly, it is much clearer than the original’s.

So, as it turned out, the hype I had heard about Streets of Rage 2 turned out to be accurate. The game was a better experience overall, and that’s saying something as I really enjoyed Streets of Rage. The story isn’t the main motivator for these types of games, they seem too shallow and something that’s tacked on at the beginning and ending of the game, but the gameplay remained as good as Streets of Rage and introduced a few improvements. And from a technical standpoint, the game seemed like a large improvement over the original. I recommend Streets of Rage 2, more so than the original.

Originally released on the Sega Genesis in 1991, there is no love for Adam Hunter on the box art.

I thought I wasn’t into beat ‘em ups. I remember looking down on the genre, perhaps because of the negative reception I saw most of the beat ‘em ups receiving in the mid 2000s. But after my friend casually brought up Streets of Rage, I thought we should play through it. I had at least one copy somewhere and I knew it wouldn’t take too long to complete, and I had never even played any of the Streets of Rage games, a series well regarded by many. After playing through Streets of Rage, I realized my dislike of the genre was feigned.

Blaze Fielding has her hands full on the beachfront stage.

Streets of Rage was developed and published by Sega and released onto the Sega Genesis in 1991. The game’s three protagonists Adam Hunter, Axel Stone, and Blaze Fielding are young cops in a corrupted police force. The city they live in has fallen into the hands of a criminal syndicate, led by Mr. X. He has bankrolled everyone, including the police force, and the city is now in chaos with no law enforcement. They decide to take matters into their own hands (or rather, fists) and set out to take down this criminal syndicate.

With three protagonists, my friend and I each chose one that suited our tastes as they all have slightly different statistics regarding power, speed, and jumping. My friend and I had an easy time with the game. The stages at first were succinct, and longer towards the end, all the while continuously adding more and tougher enemies as we progressed. I enjoyed the length of the stages for the same reason I enjoy books with short chapters. I felt as though I was making continual progress and being rewarded, while the levels themselves never outstayed their welcome.

For the most part, my friend and I stuck to simple combos and the occasional throw. With little experimentation, the game seems simple, but once I flipped through the manual I realized how much depth there was to the fighting. I was shocked to see all the different ways I could handle enemies when I grabbed them, I never attempted pressing the jump button before, I just thought of taking them out, but there turned out to be a lot more I could do, and I tried more on my following playthroughs.

My friend and I traversed through eight stages before finally having our showdown with Mr. X himself. When we confronted him, he gave us the option of joining him and becoming his right hand man. I wanted to take him down and declined, but my friend must have a rogue streak in him as he accepted Mr. X’s offer, or perhaps he accidentally pressed the wrong button. Since there could only be one right hand man, Mr. X made us face off, with my friend eventually taking me out. Mr. X had more in store for my friend however. He didn’t accept him just yet; he instead sent him back to the sixth stage and forced him to fight his way back, and this time alone. After burning all his continues on our duel, he didn’t feel like working his way back to Mr. X.

Yuzo Kushiro's soundtrack is phenomenal, as evidenced by his copyright on the title screen.

On a later playthrough, by myself this time, I reached Mr. X fairly easily, although just before I got to him I lost a great deal of lives. The final stage has a showdown with the first four bosses of the game, and while I had a handle on most by this point, the fourth boss was a chore. The fourth boss was a pair of females who focused on jumping and grabs. I found the timing difficult to pin down for attacking and evading, and with two of them, I couldn’t really grab and do damage to one, knowing that I was vulnerable to the second one. I finally conquered them and had my showdown with Mr. X. He was quite cheap too. He moved much faster than anyone I had encountered before, myself included, and I believe I could only damage him with a lead pipe that was lying on the ground. The lead pipe has a great range and is powerful, but swinging it takes time. And throughout the battle, Mr. X summons some of the powerful enemies so I had plenty to do throughout the fight.

I came away enjoying Streets of Rage more than I thought I would. I had a blast playing through it with a friend, and even on single player playthroughs I enjoyed the journey. The game wasn’t too difficult, although I refrained from playing on higher difficulties, and I’d say it takes about an hour and a half to complete. The gameplay was deeper than I originally anticipated, the environments were varied as were the enemies, although some enemies were palette swaps of earlier ones, and the soundtrack was surprisingly phenomenal. I played through Streets of Rage a few times and highly recommend it.

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