![]() Here’s a sample:īut I have no idea if any of this is going to stick with me in the way that the sound does from the originals. Streets of Rage’s music is its most defining characteristic thanks in large part to Koshiro, and following that up seems impossible. But French composer Olivier Deriviere had the unenviable task of taking on the bulk of the musical work. And they brought in some of their friends who worked on games like Street Fighter. Streets of Rage 4’s soundtrack features tunes from composers Yuzo Koshiro and Motohiro Kawashima from the original games. If any of that sounds boring to you, then skip this. You’re still basically trying to get on the same 2D plane as the enemy so you can hit them instead of swinging at nothing. The combat is deeper than it was, but it’s nothing super innovative. You are still primarily trying to punch your way through urban environments overflowing with various ruffians. It’s trying to re-create Streets of Rage - it’s not trying to remix the formula to do something new. If you’re over beat-’em-ups or never liked them in the first place, this is probably not going to change your mind. What you won’t like It’s still just that game Yet playing as them still feels great even if it is significantly less complicated. You have to be more deliberate - especially if you want to get through the higher difficulties.Īt the same time, you can then play as Axel or Blaze from the first Streets of Rage, and they have a much more limited move set. Special moves in previous Streets of Rage games would also use health, but the system feels more refined here. This system is a good example of how Streets of Rage 4 has a foot both in the franchise’s history and the present day. But if you take a hit, you’ll lose a huge chunk of your HP. If you continue to do damage after the attack, you’ll earn that life back. You can then top those off with special moves that risk your health. It’s not Street Fighter, but you have plenty of options to combo enemies to do big damage. Playing as the new Axel or Blaze provides a relatively deep combat system with plenty of risk and reward. That fine line between something familiar and something new? Dotemu and Lizardcube nailed it. Feels simultaneously modern and like an homage As we go back to this game every couple of weeks for the next year or so, each playthrough is going to look, sound, and play different. And then I can remix the experience by changing the soundtrack to the original tracks or turning on the surprisingly excellent CRT filter. ![]() ![]() But I also have a ton of retro characters from the older games to unlock. I’ve beaten it once on normal, and now I can play through on hard or Arcade mode. And Streets of Rage 4 lends itself to that kind of replayable relationship. More than that now that I’m remembering doing co-op of the excellent 3DS port from M2. My wife and I probably sit down with it at least once a year. Streets of Rage 2 is a game I go back and play regularly. And boy does that response time make the game feel even better. With an RTX 2070 Max-Q and RTX 2080, however, I had zero issues. But the feature requires a more powerful GPU or else you may lose frames. This ensures that if you press a button, you’ll never have to wait more than a 16ms frame. The PC version even has an experimental feature called “low latency over performance.” This basically has the GPU render everything before sending a vsync frame. But you also get really robust sound and even gimmicks like rumble that make the combat more intense. Connecting a punch on an enemy is as satisfying as it ever was - and in some ways it’s better.
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