Streets of Rage 4 (PC, 2020)(v1.08)
Graphics-8 Sound-8 Control-8 Challenge-7/7.5* Story-5
Level Design-7.5 Frustration-6.5/8* Fun-7.5**/8 Originality-5.5
Overall Score-8
*Final boss and parts of that level (normal as Axel (a bit easier as Blaze and Adam), about an 8 ch/8.5 fr on Hard)
**1-player
+
More moves and longer combos similar to Alien vs Predator ARC (example: can string a basic combo, a blitz move (such as grand upper - f, f punch) and a special together as well as combine a basic hit combo with a wall bounce and follow up with more moves, can also use for example a charge attack cancel as axel+wall bounce for some cool combos) - up to 29 hits or so as Axel if you're good
Tweaked special attack system (lose some HP as before but have a chance to regain it by continuing to hit the enemy - if you get hit instead then you lose the HP (good risk/reward mechanic), star power ups found in levels give you single use smart bomb-like specials, air to ground version of the specials from SoR 2 (defensive/neutral (desperation attack) and offensive ones also return), )
Offline and online coop (4-player offline)
Three new characters (unlock Adam a few levels into it)
Combo chain system (pretty lenient as you only have to not get hit or pause for more than about 4 seconds to keep it going, eventually you gain extra lives from longer combos due to point bonuses)
Decent cutscenes in-between levels (mostly artwork stills and text)
Some cool bosses (corrupt police sergeant - can call on police artillery strikes like in SoR 1 except they aim at you)
Juggling system+wall bounces - can hit enemies again while they're in mid-air but they fall pretty fast (can spam certain moves like specials and alternate neutral jump kicks+charge kicks for longer ones). Wall bounces work against the edge of the screen even if there's no wall there - has the side effect of helping with enemies getting knocked down off screen and the player having to wait for them to return (although this could've been solved in multiple ways)
Control config (separate pick up, back attack and star move buttons - optional)
Very good art direction and overall animation
Can switch character in-between levels or after losing all lives
Some new weapons (taser, explosive/acid/electricity bottles, boomerang though it's rare, spear/halberd, chandelier traps in the final level)
Decent variety (some side view segments where you can't move to the sides/on the z-plane)
Pretty good training mode (would've been better if you could keep testing a move after clearing the lesson though as it's easy to forget what you just learned without practicing it, in the free mode it would've been nice to have a full combo list that you could browse and train each move over and over)
Some hidden retro bosses (tase arcade cabinets)
Intense action in the late game and on higher difficulties
Some new level hazards (train level - similar to SoR Remake and Revenge of Shinobi, acid pools, wrecking ball)
The four initial characters feel pretty distinct in their combo styles (especially Cherry)
Unlockable stage select and retro characters (look and play as they did on MD) however you can only play the stage you picked if using this, not the rest of the game in the same run
Satisfying impact from hits
Can grab thrown weapons as well as grab weapons as they bounce back after being thrown
Charge attack (can't use it while grabbing and can't jump while charging, knocks enemy down+hits other enemies with its body and pushes it away so can only combine it with a shorter special normally however you can use it after a wall bounce and then follow up with more attacks, can also do it after the 4th hit in a basic hit combo vs regular enemies while they're stunned). Can also cancel out of it as Axel into a special with added momentum which is used for his most advanced combos involving wall bouncing but they're pretty tricky to pull off
More stylistically diverse OST with several tracks playing level (generally one per sub level)
Dynamic music transitions between retro and modern when entering the hidden boss fight arenas (retro versions could've had more of a MD sound rather than C64/NES though), as well as within the same song depending on where you are in the level at times (an earlier part will loop until you reach the spot in the level where it transitions to the next part)
"Mr. Whatever"
DLC:
Max, Estel and Shiva
Survival mode (single life but gain upgrades after each level - +dmg, fire effect to weapons, double jump, etc.; endless, unlockable special moves such as a non-star based slam move for Adam) - can use the upgraded char in story mode as well
Various training mode options
+/-
Save feature (only one slot per game and the save is erased after beating the game)
Can't continue on the spot here (only at the beginning of the current level and with the default number of lives for the chosen difficulty)
Jumping is faster than walking
Most of the music is more groove/riff/beat oriented rather than melodic
Some enemy infighting (corrupt cops and criminals)
Can't do combos or specials while using weapons (latter could be done in SoR 3) - only attack/throw/blitz (f, f, attack)
Can't go backwards in a level (would've messed with wall bounces though) nor save healing items for later
Pretty short train level
Silly story (mind control through music)
Some longer combos can be hard to make use of in single player due to enemies ganging up on you or doing higher priority attacks from behind or the sides. Or (on normal) because they die too quickly
Can throw the fat guys and they're also surprisingly agile
Can't block or go into "stunless" mode like some enemies and most bosses can
Can't trigger a star move while in mid-air (or as cherry while on top of an enemy)
No CPU ally (SoR Remake)
Most enemies are pretty bad at avoiding level hazards
-
Lose gained extra lives in-between levels in story mode (they only carry over in arcade mode where you get NO continues (unlike in the prequels) and can't save). Can use assists after a game over to gain more lives but then you get a lower score+it's annoying to have to game over to regain earned lives. If done for scoring purposes that could've been an alternate game mode
Can't map double tap to a button (used for the blitz moves (see SoR 2) as well as for running and dashing, my hands got tired before finishing the game and a few times I'd do it by mistake) nor map defensive/neutral special to its own button (fairly easy to do the offensive one by accident)
Some control/interface issues (sometimes the timing for parts of advanced combos is too strict and/or kind of awkward (for example doing a neutral jump attack after charge canceling into a def special as Axel, might've been better if the next move still triggered if you pressed a bit too soon only with a bit of delay), still can't jump sideways/on the z-plane, frustrating how some bosses can override even your star move while grabbing you so that it doesn't trigger (Ms. Y for example), somewhat sloppy hit detection on the final boss robot and occasionally unforgiving hit detection elsewhere, can't restart a level after getting your rank)
Sometimes uneven difficulty (pretty easy Mr. Y boss on the airplane, big difficulty spike at the final level)
Sometimes bosses' attacks take priority in an odd way or they aren't affected as you'd expect such as a grand upper not even phasing them (happens while they're in a charged up mode and glowing white) - at least you get get clear tells but it feels weird to do a charge attack or special and get no reaction
Tedious final boss (at least as Axel because they're too fast and like to keep their distance, would've been more fun if you could run or sideways dodge/jump). Regular jumps now give invincibility time on your way up and the defensive special always gives some invincibility time, which generally works fine but takes some getting used to and isn't always helpful
No alternate paths within or in-between levels (SoR 3, SoR Remake)
Some trial & error (sometimes a level segment can have a certain length but then as soon as you kill the last enemy it's cut off behind you (even if at the end of the sub level) which can make you miss items, commissioner and estel boss fights, how some enemies enter the screen, Max - can't be grabbed and need star move to juggle, if you don't grab the chicken in level 12 before the elevator reaches the bottom then it disappears)
Can't run unless playing as Cherry (SoR 3, Adam can spam shorter dashes) - walking is a bit faster than in 2 though
Sometimes bland music, kinda bland intros and it's odd how only two characters are introduced there
The biker bar level is a bit easier than the one before it
Sometimes uninteractive environments (the office desks can't be hit for example)
Some of the flame effects could've looked better (fire bottles, police car artillery strikes look good but not as impactful)
No Skate, Zan or Roo besides in their retro versions (and Roo is in the DLC only, new Roo just makes an NPC cameo in one level)
Kinda lame ending
Missing some other cool aspects of the prequels and SoR Remake (bikers, usable guns, star level system from SoR 3, more remixed prequel music tracks - SoR Remake (the new tracks do feature several more subtle homages though))
Bugs:
-Not a bug but the game sometimes takes pretty long to launch on my PC
Level Design-7.5 Frustration-6.5/8* Fun-7.5**/8 Originality-5.5
Overall Score-8
*Final boss and parts of that level (normal as Axel (a bit easier as Blaze and Adam), about an 8 ch/8.5 fr on Hard)
**1-player
+
More moves and longer combos similar to Alien vs Predator ARC (example: can string a basic combo, a blitz move (such as grand upper - f, f punch) and a special together as well as combine a basic hit combo with a wall bounce and follow up with more moves, can also use for example a charge attack cancel as axel+wall bounce for some cool combos) - up to 29 hits or so as Axel if you're good
Tweaked special attack system (lose some HP as before but have a chance to regain it by continuing to hit the enemy - if you get hit instead then you lose the HP (good risk/reward mechanic), star power ups found in levels give you single use smart bomb-like specials, air to ground version of the specials from SoR 2 (defensive/neutral (desperation attack) and offensive ones also return), )
Offline and online coop (4-player offline)
Three new characters (unlock Adam a few levels into it)
Combo chain system (pretty lenient as you only have to not get hit or pause for more than about 4 seconds to keep it going, eventually you gain extra lives from longer combos due to point bonuses)
Decent cutscenes in-between levels (mostly artwork stills and text)
Some cool bosses (corrupt police sergeant - can call on police artillery strikes like in SoR 1 except they aim at you)
Juggling system+wall bounces - can hit enemies again while they're in mid-air but they fall pretty fast (can spam certain moves like specials and alternate neutral jump kicks+charge kicks for longer ones). Wall bounces work against the edge of the screen even if there's no wall there - has the side effect of helping with enemies getting knocked down off screen and the player having to wait for them to return (although this could've been solved in multiple ways)
Control config (separate pick up, back attack and star move buttons - optional)
Very good art direction and overall animation
Can switch character in-between levels or after losing all lives
Some new weapons (taser, explosive/acid/electricity bottles, boomerang though it's rare, spear/halberd, chandelier traps in the final level)
Decent variety (some side view segments where you can't move to the sides/on the z-plane)
Pretty good training mode (would've been better if you could keep testing a move after clearing the lesson though as it's easy to forget what you just learned without practicing it, in the free mode it would've been nice to have a full combo list that you could browse and train each move over and over)
Some hidden retro bosses (tase arcade cabinets)
Intense action in the late game and on higher difficulties
Some new level hazards (train level - similar to SoR Remake and Revenge of Shinobi, acid pools, wrecking ball)
The four initial characters feel pretty distinct in their combo styles (especially Cherry)
Unlockable stage select and retro characters (look and play as they did on MD) however you can only play the stage you picked if using this, not the rest of the game in the same run
Satisfying impact from hits
Can grab thrown weapons as well as grab weapons as they bounce back after being thrown
Charge attack (can't use it while grabbing and can't jump while charging, knocks enemy down+hits other enemies with its body and pushes it away so can only combine it with a shorter special normally however you can use it after a wall bounce and then follow up with more attacks, can also do it after the 4th hit in a basic hit combo vs regular enemies while they're stunned). Can also cancel out of it as Axel into a special with added momentum which is used for his most advanced combos involving wall bouncing but they're pretty tricky to pull off
More stylistically diverse OST with several tracks playing level (generally one per sub level)
Dynamic music transitions between retro and modern when entering the hidden boss fight arenas (retro versions could've had more of a MD sound rather than C64/NES though), as well as within the same song depending on where you are in the level at times (an earlier part will loop until you reach the spot in the level where it transitions to the next part)
"Mr. Whatever"
DLC:
Max, Estel and Shiva
Survival mode (single life but gain upgrades after each level - +dmg, fire effect to weapons, double jump, etc.; endless, unlockable special moves such as a non-star based slam move for Adam) - can use the upgraded char in story mode as well
Various training mode options
+/-
Save feature (only one slot per game and the save is erased after beating the game)
Can't continue on the spot here (only at the beginning of the current level and with the default number of lives for the chosen difficulty)
Jumping is faster than walking
Most of the music is more groove/riff/beat oriented rather than melodic
Some enemy infighting (corrupt cops and criminals)
Can't do combos or specials while using weapons (latter could be done in SoR 3) - only attack/throw/blitz (f, f, attack)
Can't go backwards in a level (would've messed with wall bounces though) nor save healing items for later
Pretty short train level
Silly story (mind control through music)
Some longer combos can be hard to make use of in single player due to enemies ganging up on you or doing higher priority attacks from behind or the sides. Or (on normal) because they die too quickly
Can throw the fat guys and they're also surprisingly agile
Can't block or go into "stunless" mode like some enemies and most bosses can
Can't trigger a star move while in mid-air (or as cherry while on top of an enemy)
No CPU ally (SoR Remake)
Most enemies are pretty bad at avoiding level hazards
-
Lose gained extra lives in-between levels in story mode (they only carry over in arcade mode where you get NO continues (unlike in the prequels) and can't save). Can use assists after a game over to gain more lives but then you get a lower score+it's annoying to have to game over to regain earned lives. If done for scoring purposes that could've been an alternate game mode
Can't map double tap to a button (used for the blitz moves (see SoR 2) as well as for running and dashing, my hands got tired before finishing the game and a few times I'd do it by mistake) nor map defensive/neutral special to its own button (fairly easy to do the offensive one by accident)
Some control/interface issues (sometimes the timing for parts of advanced combos is too strict and/or kind of awkward (for example doing a neutral jump attack after charge canceling into a def special as Axel, might've been better if the next move still triggered if you pressed a bit too soon only with a bit of delay), still can't jump sideways/on the z-plane, frustrating how some bosses can override even your star move while grabbing you so that it doesn't trigger (Ms. Y for example), somewhat sloppy hit detection on the final boss robot and occasionally unforgiving hit detection elsewhere, can't restart a level after getting your rank)
Sometimes uneven difficulty (pretty easy Mr. Y boss on the airplane, big difficulty spike at the final level)
Sometimes bosses' attacks take priority in an odd way or they aren't affected as you'd expect such as a grand upper not even phasing them (happens while they're in a charged up mode and glowing white) - at least you get get clear tells but it feels weird to do a charge attack or special and get no reaction
Tedious final boss (at least as Axel because they're too fast and like to keep their distance, would've been more fun if you could run or sideways dodge/jump). Regular jumps now give invincibility time on your way up and the defensive special always gives some invincibility time, which generally works fine but takes some getting used to and isn't always helpful
No alternate paths within or in-between levels (SoR 3, SoR Remake)
Some trial & error (sometimes a level segment can have a certain length but then as soon as you kill the last enemy it's cut off behind you (even if at the end of the sub level) which can make you miss items, commissioner and estel boss fights, how some enemies enter the screen, Max - can't be grabbed and need star move to juggle, if you don't grab the chicken in level 12 before the elevator reaches the bottom then it disappears)
Can't run unless playing as Cherry (SoR 3, Adam can spam shorter dashes) - walking is a bit faster than in 2 though
Sometimes bland music, kinda bland intros and it's odd how only two characters are introduced there
The biker bar level is a bit easier than the one before it
Sometimes uninteractive environments (the office desks can't be hit for example)
Some of the flame effects could've looked better (fire bottles, police car artillery strikes look good but not as impactful)
No Skate, Zan or Roo besides in their retro versions (and Roo is in the DLC only, new Roo just makes an NPC cameo in one level)
Kinda lame ending
Missing some other cool aspects of the prequels and SoR Remake (bikers, usable guns, star level system from SoR 3, more remixed prequel music tracks - SoR Remake (the new tracks do feature several more subtle homages though))
Bugs:
-Not a bug but the game sometimes takes pretty long to launch on my PC