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Its not a fair comparison. One is a tribute to beat em ups in general, one is the next game in a franchise trying not to change too much so fans aren't ticked off.
The thing that hurt the most mechanically was it lacking good movement options like sprinting or even the short dash and rolling for everyone. It feels classic in the since that it took a step back to try and mirror 2 which feels dated now to me personally (don't hurt me SOR2 fans). Fight'N Rage takes the best from multiple beat em ups with great mechanics and expands on that/makes some things its own.
To be fair, I understand that Lizard Cube + Guard Crush + Dot Emu worked with a limited budget and have all of those fancy animation frames for the hand drawn characters and the detailed backgrounds, but I still would like to see some more free content.
I'm sad that they couldn't even add alternate colors for characters, but they can provide several skins for food and crap lol.
Adding in a survival mode wouldn't take much effort either, but time crunching and stuff.
Again, to be fair, Seba built his game up quite a bit with features post-release, so it'd be fair to give SOR4 some time too.
Anyways, both are good games, though Fight'N Rage is way better imo. I hope you make a sequel or at least announce plans to do a sequel in the future
@Sebagamesdev. The genre needs you. The Doberman also needs to join the main crew, and the story ends with a cliffhanger.
And no, I'm not just saying that because I'm on the FnR discussion board. I suppose I could break it down someday, but for now I'll give the quick and dirty.
SOR4 is a step back overall from the progression that we saw for what was seen in the series in general. Losing the ability for everyone to run or at least have some of gap closer really makes the movement in the game feel strangely sluggish for anyone that isn't Adam or Cherry. Losing the ability to roll removes a defensive element (as well as a movement element) to moving around the screen as well. Both of these are absolutely essential to having a faster beat 'em up. It's fine if you decide to have a smaller scaled game and remove the ability to run, but the stages in SOR4 are not catered to a size like this. This especially becomes readily apparent in bosses where your characters clearly have less movement capability than bosses such as commissioner.
You can say that I'm harping on movement too much, but it's really not, it's that game changing. Combos cannot be made nearly as well without the assistance of movement. That's just how things work, as you basically need some sort of friend or weapon to do something, or be Cherry and / Floyd. That's not to say you can't do things like Blaze's kicks and the like, but it's certainly more limited.
Losing the old special system is not necessarily better or worse, but I think combining SOR3's style with SOR4's would have been the best way to go about doing it. Instead of the simply resorting to a system that is clearly more in line with SOR2's special system where health is always drained. Having both in SOR4 would have been amazing as you could have had the closer the special was to full, the less health it drained which would have made for an interesting risk versus reward dynamic.
You mean SoR the Final Fight copy that is worse in every aspect?
Instead of complaining about the lack of a run on every character (which doesn't mean characters lack mobility options), find things to enjoy in SOR4.
The way defensive specials work also makes rolling as a defensive option irrelevant, especially when simple side stepping still works as effectively as it always has in every other beat-em up.
Both have their merits; SOR4's combat system is significantly more complex than FNR, with aspects of it closer to a fighting game than beat-em up. The combo system is also more nuanced, with a risk/reward system for specials and chains that actually makes you think on your feet. In FNR, I'm going to parry as much as possible and continually spend my SP meter with very little thought given; this works even on the harder difficulties where you want to be parrying and using specials as often as possible anyway.
FNR has a more varied story, with branching paths and decisions affecting the final outcome.
If you're a fan of beat-em ups at all, there's no reason to compare them. Both are worth playing for different reasons.
But then, this is the FNR board so the answer is obvious.
In no world SoR4 has more combat depth than FnR. From the much more limited mobility and defensive options, to a less complex combo system that lacks basic things as jump cancels. Limitting special moves behind forced life loss also massively drops their usefulness, while FnR does the much better approach of making you use them strategically by speding meter, or do several in a row at the cost of life. It also adds a level of strategy not found in SoR where you can plan routes with safe parrying to keep the offense up. In general SoR4 is such a massive downgrade compared to 3 in terms of mechanics that there's not even a contest here.
Additionally FnR is a pure arcade game, faster paced and more dynamic than the plodding SoR4 which is filled to the brim with padding and extremely poor level design, not to mention awful armored mechanics that are spammed left and right to further make the pacing slumbering and tedious. Enemies are thrown at you with litte regard, often just spamming the same kind of enemy with little synergy among the different types of enemies.
There's all the reason to compare them, and of course FnR is a much better game in terms of overall design, lenght, combat, content and depth. It feels like a true SoR4 that builds upon 3 adding and improving on it with the much superior mechanics of Capcom games, rather than a regression in almost every regard like SoR4 is, a game which would have felt old in the Genesis era.
I think Dotemu didnt want take too much risk, even with the SoR style, they could have add a little more fun stuff for the fight, level design or not (it's always straight anyway and FnR has still some good stages for it).
Depend if you want a fighting style who is based on interaction with items and stuff like that with some fighting style or a game who is based on pure fast combo.
People don't like FnR so much because it's "furry" but i must say, i was the same but when i saw the awesome gameplay, i didn't care anymore about it and the OST is awesome in FnR too!
*starts game and sees a branching path on literally the FIRST screen*
Welp, already better than SoR4. edit: (I don't dare post this on SoR4 forum, heh)
Need a complete story maybe?
Maybe the maker of FnR is not so happy about the sales?... idk, i hope he is, to make more stuff later, i stopped to play it but i will be back if there is new stuff or to do sometimes a few challenges or to play for the fun quickly..