Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I really need to try that juggle system before I can say. I personally dislike all kinds of juggle systems in fighting games, especially in beat'em games. But maybe it works in this, I don't know.
Hopefully this will be a good game, I really really hope so.
I guess devs have read from somewhere that people didn't like SoR3 so they decided to make it like SoR2, which is ridiculous since SoR3 was awesome game with running and the vertical dodge. I think it's easily on par with SoR2. Music is maybe not as memorable but I have spent personally more time with SoR 3 than SoR 2.
In that game enemies might suddenly perform a backflip and prevent you from juggling them more.
Streets of Fury had 4.5 out of 5 stars from thousands of ratings on the Xbox Indie Marketplace
Streets of Fury EX has 95% positive review ratings on Steam from hundreds
I would say to everyone test play the final game product and decide for yourself if it's worth buying. Vote with your wallet.
It looks like a lateral dash. It's not going up and down. (referring to Adam's dash capability)
No, no, we don't have this move. That was introduced in Streets of Rage 3. We decided not to include it because we wanted a game that was closer in terms of feeling to Streets of Rage 2. It's about placement and about where you are in the stage and you have to commit to where you put yourself on the screen relative to other enemies.
It's a lot more freeform. I'm not locked into very specific combo strings. I like that flexibility. I find that a lot of brawlers these days have a solution of just dashing out of the combo and you're just doing the same combo. I like being able to mix up and add in a forward move or a jump kick, or maybe build a combo into a throw if they're still in a grounded state.
Yes, we try to have each character have moves that have different uses because you need moves that are useful in different situations. You have your beat moves that generally do more damage than a simple combo but have more recovery, so you can use it when you know you aren't going to be attacked from behind. You have the special moves that have more range but take life. You have the star moves that you have to use when there are a lot of enemies or against the boss and you can chain them all differently. You also have moves that allow you to reposition yourself or avoid attacks because they have invincibility frames.
It's more than the modern games where you attack, then you dash, then you attack, then you dash. We didn't want that. We wanted a game where you have to think about your positioning or using a weapon and knowing which move to use at each time depending on the enemies you are attacking but also the enemies that are going to attack you.
What sort of defensive options are there for the player?
It depends really on the character. For most characters, the two defensive options are: a neutral special that is invincible that drains your life, but when you're surrounded, that's the best solution most of the time. [The other option] is the throw move. Most of the throw moves are invincible. If you grab an enemy, you can do the throw move that's going to be invincible. Also, jumping: when you jump, you're harder to hit. Depending on the character you play, you're going to have different moves that are useful as defense, but most of the time, attacking is defense. For example, jump kick: it allows you to avoid attacks and push enemies without doing a lot of damage.
I loved Sor3, but looking back, it had some quirky design choices - and it was bad timing, side scrolling beat em ups were pretty much conceptually dead by 1994, even Street fighter and MK were just staring to fall out of favour. It was the end of the 16 bit era, the first 3d games were appearing then and everyone was getting hyped for the next gen of arcade and 32-bit consoles.
--- Please --- 'Fix' Axel's physique to look like the original,
--- Please --- 'Fix' Axel's physique to look like the original,
Yeah, Axel never seemed like a character who would become a bum looking fatso. To me, axel felt like a character who was passionate about his physique so he can do the best job possible fighting against criminals. But still a nice guy.
an original SOR1 costumes unlock for the 3 veteran characters would be great in future.
But... after watching a bunch of gameplay footage, I can honestly overlook it. While I dislike the cartoony style, I don't hate it enough for it to be a deal breaker, and the returning characters (and enemies) remain perfectly recognisable. And the gameplay just looks right somehow, as though they've evolved the old formula rather than try to reinvent it.
And naturally the return of Yuzo Koshiro for the soundtrack is a massive plus. I can't imagine SoR without him.
So yeah, excitement tinged with disappointment, but overall my sentiment remains positive.
Axel and Blaze not being able to run is stupid (I can undesrtand making the tanky guy slow)... I want a fast paced beat'em up, and I don't want to be forced to play with just one character for that.
The problem is SOR2, since it's the most popular, they're aping that one, but SOR2 is a slog to play through compared to SOR3's more dynamic gameplay.
The other thing that has me worried is the button distribution... they're probably gonna go with a modern button layout where everything is done with a separate button, which would suck very much. We need a 3, 4 (max!) button layout. There are modern beat 'em ups that have manage to do some pretty cool things with only 3 buttons, so I don't see why a SOR title couldn't.