With the 1980s gaming boom came the birth and eventual popularity of platformers – a game genre allowing players to take a character from one side of the screen to another in hopes of completing a goal usually hampered by various enemies both large & small. As platformers evolved so did the developers in their presentations. These side-scrolling presentations could do more than just have a plumber jump up & down; adding combat to the fray similar to fighting games. One of the most revolutionary games in the then-budding genre known as “Beat ‘Em Up” games was none other than the Sega exclusive, “Streets of Rage”. While the original was heralded for its impressive level variations, characters and precise combat, its direct sequel upped the ante in all the right ways. Over the course of three years three iterations of “Streets of Rage” arrived on various Sega platforms before the franchise went dormant after 1994. Following many attempts to restart or resurrect the franchise, “Streets of Rage” is finally back. Having been a fan of the franchise dating back to my days of being a Sega Genesis fanboy, I immediately started downloading what was sure to be a thrilling & brutal experience.
Did I Complete “Streets of Rage 4”?
Rather than mess with a formula that was celebrated and innovated all those years ago, “Streets of Rage 4” brings both the old school, beat ’em up gameplay & the requirement for the player to work extensively if full completion is the goal. Beyond simply completing the “Story” mode on one of the five difficulties – I finished it on “Normal” in about four hours – there are also other modes to play around with including a versus mode – “Battle” – and the ability to face each main boss one after another. Players can also team up via online or locally with the prior only allowing for two players at a time and the latter giving up to four players the chance to bust some heads. “Streets 4” also features a plethora of unlockable content including 16-bit renditions of the playable characters from all of the previous games and secret “Retro” stages. The most arduous tasks for any gamer will be getting those incredibly rare “S” ratings after every mission on “Hard” difficulty or above, making it through a stage without taking damage, finishing “Arcade” mode where the player is given only one chance to complete the entire story without continues, and finishing the game on its toughest setting (“Mania”) – four things I’ve yet to complete even after several extra playthroughs.
Did “Streets of Rage 4” Live Up to the Hype?
During a time when nostalgia is ruling the gaming world thanks to remasters and even the production of mini-consoles it only seems perfect that one of the most influential game franchises from the 1990s would get finally get a third sequel. Ten in-game years after the events of “Streets of Rage 3” that saw the fall of the series’ staple villain Mr. X & his Syndicate, his children have risen up to spread terror & crime just like their father did. The player takes to the streets with one of the game’s four base characters – veterans Axel & Blaze and new characters Floyd & Cherry – to dish out those fists of fury. All four characters player differently while having the same core set of skills in correlation with the game’s control scheme. Axel and Blaze aren’t much different from their 16-bit counterparts; being well-rounded strikers with Axel focusing on topping off combos via punches while Blaze utilizes kicks for a potential enemy knockdown. Cherry is the fastest of the four base protagonists, being able to dash & run across the screen to perform a flying knee strike. Floyd is a sluggish tank that hits hard, but is always at a disadvantage against the faster, more tactical enemies. Extra characters unlocked like Adam Hunter from the inaugural game are also unique in the way they handle a fight.
While the characters feel & play differently from one another, the primary combat systems work the same across the board for everyone. By hitting the standard strike button in succession, each playable character will pull off combo attacks with the tally rising alongside the money earned that will provide much-appreciated extra lives. Each character can perform a “Blitz” move by double tapping forward & hitting the strike button; while getting close enough to an opponent can allow for the grabbing of an enemy for devastating throws or a simple overhead flip. Hitting the strike button while downed will allow for a “Defensive” attack to be unleashed that sees the protagonist pop off the ground for a debilitating maneuver.
Of course players will be able to pick up weapons dropped by fallen foes or simply housed in a barrel just like the power-ups, extra money, and health item icons littering every stage. The character-specific “Special Move” can prove hazardous to both an enemy and its performer. With each “Special Move” used, the player’s character loses a chunk of health that can only be restored if the player lands an uninterrupted series of strikes. If the protagonist is struck before refilling the lost health that bit of life is gone until the player can, potentially, find a health item. There are also super specials called “Star Moves”. Star power-up icons are found at various points while traversing a stage. When activated, these “Star Moves” do heavy damage and can prove the difference between success and failure – an act usually better used for the tense boss battles. Every base attack, be it standard strikes or special moves, can be done in midair after jumping with some adversaries only opening up after taking a jump kick.
There are some definite issues with the combat however. Sometimes it becomes incredibly hard to determine whether or not the player’s character is perfectly lined up with an enemy while the enemy easily glides across the screen before landing an attack. Lining up can also be a problem when picking up items such as health or even throwing held weapons as picking up & tossing held objects use the same button; meaning a player may be looking to retrieve a slice of pizza and end up pitching their lead pipe. There are no blocking or dodging maneuvers like rolling or a quick sidestep to avoid enemies who dash across the screen at weird angles; forcing the player to really telegraph their movements even if it puts them in an overall disadvantageous position. While the player can’t cancel out of combos during mid-animation to, say, jump over an incoming knife, an enemy can knock said combination-throwing hero down with one strike.
A majority of the enemy variations from previous “Streets” games return here including some reminiscent bosses. Though the adversaries may be familiar, their tactics & attacks are just as taxing as they were all those years ago. Some enemies specialize in weapon usage that will quickly drain the health of the unaware who don’t disarm said aggressor, while others will cross the screen in an attempt to squash their target. Learning how to handle and potentially counter every enemy introduced is mandatory including the impressive bosses as the game features an old school presentation when handling its “Story” mode. When the protagonist’s health & lives reach zero, the player is forced to restart the stage no matter how far they made it including reaching the final boss. To ease the pain of plowing through a stage again, the game offers an “Assist” option where the player can request more lives and Stars at the expense of the player’s overall rating after finishing that stage. For some stages getting no assistance and just using learned experience will be enough, but other stages will definitely leave players forgoing a perfect grade just to stop the suffering.
The story presentation isn’t the most gratifying. Utilizing subtitles & still images between stages (some lasting barely ten seconds and literally being transitions from one stage to another), the story feels tacked on at best and underwhelming at worst. Thankfully, “Streets” games never were really about the story, but having some back story play out to explain why certain bosses are important to the overall lore would have been beneficial to those not in the know. Voice acting, if done properly, too could have been another positive considering the miniscule dialog to really add some emphasis during significant verbal exchanges (there are actual voices when choosing a character to play as the chosen character says a phrase). Graphically, “Streets 4” takes its styling more from “Street Fighter 3” than “Streets of Rage 3”; forgoing the pixels making up its predecessors’ graphics and the unlockable characters of “4”. The soundtrack is just as crisp and memorable as the musical sounds from all those years ago – the original soundtrack is available by choice for the player as well. Technically the game proved stable, though online connectivity issues and even hard crashes when the controller gets disconnected is a thing that could ruin a session.
The multiplayer aspect is mostly rewarding no matter the option taken, though online co-op and “Battle” mode can get slightly laggy depending on the connections. Currently there isn’t a filter system in place for gamers to determine whether or not they want to join a specific session according to connectivity quality.
“Streets of Rage 4” is a true blast from the past featuring the same type of exhilarating combat, miniscule storytelling, and gameplay modes as its predecessors with the addition of online co-op play & a slew of unlockable content not hidden behind a paywall.
Should You Play “Streets of Rage 4”?
By staying true to the original concept & design, “Streets of Rage 4” is everything right & wrong about the franchise & the beat ’em up genre as a whole including enjoyable fisticuffs mildly hindered by design flaws like lacking defensive measures for the player. The story isn’t profound or memorable, but does a serviceable job. The visuals, audio and mode options are wonderful. And, most importantly, the price is ridiculously cheap at twenty-five dollars. Game Pass owners can actually play this game for free – making it a must-play for old school gamers and beat ’em up aficionados alike. Just like the 1990s, it feels great knuckling up and beating the snot out of thugs, ninjas, overweight fire breathers, and even some faces from the past.