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Taunt mechanic is totally busted in online play, and yes you can not use it, but you can also abuse it completely and it makes game totally braindead because you basically skip waves till boss. No matter difficulty already with three players there is enough space where one player can just walk away or even stand still and repeat taunt-special without being hit
Ironically on Chill mode online players still play it more like a regular beat 'em up, where they just punch stuff and bosses because they are not afraid to lose meter. On Cool and Gnarly it usually turns into tedious taunt-special loop especially last levels and with 6 players you basically skip everything till Krang...
Aside from the whole discussion on taunting: maybe I'm not skilled enough, but I don't see a big advantage in taunting between fighting screens, since most of the screens get refilled with enemies. Chances of getting it handed over to me are quite big (talking singleplayer / gnarly). That for, I very rarely use the taunt. (Besides that, I of course see the oppinions on taunting in MP).
Character balancing is what caught my eye as well from the get go. Although different characters need different playstyles, it's quite obvious which character not to take in singleplayer games. Other characters (like April for example) seem to be good allrounders, but in some situations they lack of attributes from other chars in my oppinion.
If you dislike "beaindead" supers you shouldn't ask for iframes on throws.
Those have different purposes. Three slam clear enemies around you, screen throw kill foot soldier instantly, side throw allow attack enemies from afar.
Super armor on most enemies only work during certain times, making you think and look what's happening.
Even triceratops only have it while shooting. Stone soldiers can be stunned infinitely outside of charge. Most heave weapon foots are vulnerable after strike.
Yes bosses can hit you, charge you shoot you or throw you. What else you expect? They fly, jump, use pattern like barrages, special phases, cloning, splitting chanelling, digging underground.
The great detail is that they actually interact with each other's.
As for "base stage select for arcade mode" it is in the game and called story mode. Choose any level and practice as much as you want.
Had this in mind as well, but this has a flaw I figured: story mode levels you up, so you have more superbars at hand, or hitpoints, or whatever benefits you collected to a certain point. This is actually not just practicing arcade mode, unfortunately.
Agree with all your other points.
While Zagryzaec mentions they have different purposes above, I feel like they aren't that good to the alternatives. If you could skip the initial grab animation and go straight to throwing like the SNES game maybe, but not with all the problems of damage/time/vulnerability stacked together.
Also being able to throw enemies that aren't foot soldier, you could throw the stone soldiers on SNES, not into the screen, but you could do a basic shoulder slam IIRC.
On topic of boss patterns, I do feel the last couple ones are too much "run while they're invincible, then attack when they aren't". Some ways to parry them or knock them out of their invincible phase earlier would be nice. Even if it doesn't do damage in their invincible state, maybe you could get some points for parrying projectiles or something during those phases. I guess that might be a problem with how finnicky the online can get though.
Throws feel bad. I avoid them as they're just a liability and I don't feel they offer enough utility, damage or defense.
I expected the more homogenized feel between characters, as that's sort of how TMNT style beat em ups have always been. I haven't really delved into the roster yet so I'll reserve deeper thoughts until I do.
I think this feels closer to a coin-op beat em up than SoR4 does, by a lot. Which is good - that's how it should feel. Its faster and gameplay feels more streamlined. Of course that format comes with plenty of drawbacks - the combat can feel more one dimensional for sure.
Looking forward to playing more of course, but so far SoR4 is still fave. I didn't expect it to and it's still an excellent game, it's just not quite as tight.
I especially agree about Taunts and Throws.
FWIW I find it's especially annoying that none of the bosses I can think of can be thrown. Most bosses in Streets of Rage 4 can. I can see why you shouldn't be able to screen-flip bosses to their insta-death, but a crowd controlled throw would be nice.
I watched a video about i frames on throws and believe that adding them would help the game a lot.