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Thread: [Multi] Streets of Rage 4

  1. #1
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    [Multi] Streets of Rage 4

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    Streets of Rage 4 is a 2D game that was announced in August 27, 2018. It was originally a 3D game prior its cancellation, leaving the game is on hiatus until its return and remained in 2D.

    Gameplay

    Prior its cancellation and went hiatus until it returns and remained in 2D, Streets of Rage 4 was apparently Die Hard Arcade, a 3D Streets of Rage style game released in the arcades on Sega's S-TV system in 1996-7 and later converted to the Saturn. This was rumoured to have been at one stage Streets of Rage 4 before Sega decided against an arcade sequel. This could have a been a good Streets of Rage 4, as it mixed the standard action with elements of Sega's Virtua Fighter, giving the fighters lots of moves and combos. The demo showed a character similar to Axel fighting off a group of enemy characters. Various changes in gameplay had apparently been planned, including the introduction of new team attacks and a new first person perspective.

    Development history


    Streets of Rage 3 was clearly intended to be the final Genesis/Megadrive Streets of Rage game. The graphics & gameplay could not be pushed any further under the 16-bit hardware, and so the next logical step was to create any new Streets of Rage game on the Next Generation consoles that were released in late 1994. They chose to revive the franchise on its 32-Bit system, the Sega Saturn. Sega clearly intended to update the series to the 32-bit console; both Shinobi & Golden Axe, Sega's other classic franchises, received Saturn updates (both were, sadly, crap). But instead of trying to develop the sequel in-house Sega tried to purchase the half-completed Judgement Force from Core Design (of Tomb Raider fame) and turn it into a game called Streets of Rage 3D.

    Streets of Rage 3D featured all-new playable characters Hawk, Mace, Hammer and Vulcan.None of the original cast were present (Axel, Blaze et al), but it appears these new characters were still based on the original designs. This game was intended as the 3D continuation of the Mega Drive's SOR franchise, but Sega pulled out of the deal and it ended up being dropped at the last minute. The game was later released as Fighting Force for PlayStation, Nintendo 64 and PC.

    A few years later, after the release of the 128-Bit Dreamcast, Ancient (now known as Overworks) & Sega once again began early concept work on Streets of Rage 4. A rough playable section was produced, which showed the game had evolved into true 3D and incorporated a first-person fighting mode.

    However, executives from Sega of America, unaware of the series' history and fanbase, shot the idea down on the basis of its genre alone. The side-scrolling beat'em up had rapidly gone out of fashion in the mid-1990s, and attempts to bring the genre into 3D (such as Fighting Force) had been unsuccessful. This meant that Sega were unwilling to commit to a game that in their eyes had little chance of making a good financial return (despite the fact that a Streets of Rage sequel would pretty much sell itself). Sega decided that this game was a bad idea. The development was cancelled, and Streets of Rage 4 entered a long limbo period, becoming nothing more than a dream for the millions of fans who wanted to see the franchise continued.

    Playable Characters

    • Axel Stone
    • Blaze Fielding

    Demo only

    • Hawk (Axel Stone?)
    • Mace
    • Hammer (unplayable)
    • Dr Vulcan (unplayable)(Dr. Gilbert Zan?)

    Enemies (demo)

    Agents

    • Misery (Bob?)
    • Miller
    • Baloy
    • Blondie
    • Pinky
    • Lazy

    Others

    • Punk
    • Guardian (Robot Enemy)
    • Unnamed female enemy (Possibly the one from Fighting Force's Zengs Office Level)

    Levels (demo)

    • Town level (Removed/Replaced by unknown)
    • CarPark Level
    • Reception Level
    • Lift Level
    • Corridor Level
    • Office Level
    • Street Level
    • Unknown Level (unplayable)



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    Official site
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  2. #2
    Pretty damn smug RPGer's Avatar
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    Ik sprong eerlijk gezegd nog een groter gat in de lucht hierbij dan de Cyberpunk gameplay..

    Ik vroeg me al af wanneer er EINDELIJK eens een moderne sidecroller/beat m up zou komen.
    Ik kan niet wachten

  3. #3
    Administrator Like-a-Bunny's Avatar
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    Streets of Rage 4 hands-on: welcome back to 1992

    Yes. It feels like classic Streets of Rage.


    Today I got to play Streets of Rage 4. I’m full of emotions. All the nice ones.

    Like most of you, I grew up with Streets of Rage 2. It was always the default cartridge in the Megadrive. Two player co-op for endless nights, forever strutting forward, punching the living shit out of everyone in our path. Eating chicken. Beating up phone boxes. Throwing dudes across the screen.

    Streets of Rage 4 is exactly that. It’s as you remember it and the muscle memory comes flooding back. I played as Blaze Fielding just to make me feel even more nostalgic and I’m not ashamed to admit she will always have a little piece of my heart. After all these years I’m still crushing on her beauty and her ability to punch the patriarchy in the kisser. She’s as quick as she ever was, jabbing and leaping between enemies. I still wish she would kick me down the stairs. These are complicated emotions.

    Streets of Rage 4 initially feels almost like a reskin of the original games, just with that added cartoon art style ramped up to 10. So you walk-drift from left to right, punching, launching flying kicks and slapping punks to the curb. Some of those punks have the exact same attack moves they did more than twenty years ago. The dominatrix comes at you with a whip. Fat Big Ben breathes fire. That guy with the spikey hair slide tackles you by surprise. What an asshole.

    But developers Guard Crush and Lizard Cube are adding tweaks, new move sets (the dominatrix has a whip combo) and subtle evolutions to the gameplay to earn that sequel number. Five minutes in and I realise it’s definitely not just a remake.

    You have the simple moveset; jump, attack and a special. But now the special uses up some of your health bar, and if you follow it up with normal attacks without getting hit you’ll earn back that health. It’s a small change but a smart one, adding an element of gambling when the screen begins to fill with tough guys. You also have another special by tapping forward-forward attack that doesn’t cost any health but it’s slower to execute leaving you open to a slap.

    You can throw enemies at others and keep them in the air by juggling more attacks. So Axl can toss an enemy across the screen to Blaze, who proceeds to use her deadly fists to punch-juggle the bad guys into oblivion. The music rages on. You clear the screen, smash an obstacle and keep strutting to the next location. Just remember friendly fire is on, so you’ll need to get the timing right or accidentally layout your co-op homeboy.

    The developer is also cleaning up some bad habits. Remember standing at the edge of screen and blindly punching enemies off screen? That doesn’t happen anymore, thankfully

    There’s a lot more to be announced, so at this point I only see Axl and Blaze in action. We should probably expect the return of more of the original characters, although I’m personally hoping Eddie “Skate” Hunter doesn’t show up because roller blades were just straight-up wack, son. Expect a big announcement regarding the classic soundtrack too. I did ask about online co-op but the team remained tight-lipped. The build I played was early, using the original sound effects as placeholders.

    The Streets of Rage 4 announcement came as a surprise, and speaking to the developers it sounds like they were surprised Sega said yes to their original pitch. But then this is the team who did a great job of Wonder Boy: The Dragon’s Trap and is working on Windjammers 2, so they clearly respect the license and take care of those classic names.

    Is Streets of Rage 4 just a nostalgia trip or can it find a new generation of fans? There’s people out there who will have never played a side-scrolling beat-em up as it’s one of many genres that seemed to get left behind. But good gameplay never dates, and Streets of Rage still feels, frankly, fucking ace. I am fully prepared to kick off my DC Shoes, stick Fu-Schnickens on the CD player, and spend a few hours beating down a city full of goons like it’s 1992 all over again.
    bron
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  4. #4
    Symbiotic disharmony Morrigun99's Avatar
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    Ik wil gewoon samen op de bank met een vriend - bier & chips - pöpkes in mekaar knalluh.

  5. #5
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    Interview: Why Streets Of Rage 4 Needs To Perfectly Balance Old And New

    If you know what a Mega Drive is, chances are you’ll have heard of Streets of Rage. The scrolling beat ‘em up series directed by Noriyoshi Ohba was as synonymous with Sega’s console as jittery hedgehogs and environmentally astute dolphins. Alongside Final Fight it’s often held up as being amongst the best of the fisticuff-centric genre.

    Thanks to Sega having ignored the series for the last twenty-five years, it’s no surprise that everyone’s response to the announcement of a fourth instalment was to meet it with incredulity. This is the stuff of wet 16-bit dreams, and with the joint development of the game being handled by Lizardcube and Guard Crush Games – the teams behind Windjammers 2, Wonder Boy: The Dragon’s Trap, and fan favourite brawler Streets of Fury – there’s actually plenty of reasons to be very excited about what they might create.



    Catching up with a relaxed and chatty Cyrille Imbert, the CEO of Dot Emu and lead developer of Streets of Rage 4, it seemed apparent that he’s not too phased by the pressures of working on such an iconic series; “It’s a lot of pressure of course, but honestly I wasn’t expecting that much response. I was amazed, and pleasantly surprised! We are very confident in our skills, in the way we work, and in our passion as well. We understand what the fans want because we are fans ourselves.”

    Throughout our chat, his passion for this new project was obvious, and it seems as though he’s not the only member of the team for whom this is a dream project. “Thanks to the success of Wonder Boy,” he told us, “I really wanted to continue working on Sega licenses. There’s so many that I love, and Streets of Rage was one of the first ones that I thought could be the next step. So I started to talk about it with Ben Fiquet who was the artist from Wonder Boy from Lizardcube and he’s a huge fan as well. He was like, ‘What really?! You’re going to do that? I want to work on it as well!’”



    Anyone that’s seen Lizardcube’s gorgeous remake of Wonder Boy: The Dragon’s Trap will have a sense of where Fiquet’s art direction is going with Streets of Rage 4. The announcement trailer showcases a vibrant, hand-drawn cartoon aesthetic that pays homage to the look of the original games while bringing the series bang up to date and Cecile was obviously blown away by it when he first saw it; “When Ben started to show me the design he did already I was like ‘Wow, that’s it! We need to do that!’”

    While Lizardcube are clearly experienced with freshening up classic experiences, they’ve looked to another team to ensure that the beat em up mechanics are absolutely spot on, and luckily Cecile knew a perfect fit; “My designer, Jordi Asensio, used to work for a company called Guard Crush who specialised in beat ’em ups, so we’ve got Ben from Lizardcube for the awesome art and we got Guard Crush for the programming. The experience they have from Streets of Fury, which is a very good beat ‘em up, makes them a very good match.”

    Perhaps one of the strangest things about Streets of Rage’s lengthy hiatus, and one of the key things that Cecile spoke about was why nobody had managed to truly replicate the success of scrolling beat em ups in the twenty five years since the last game. Despite that fact he seemed pretty assured, saying, “It’s very difficult; it’s a complicated genre. A lot of things are happening on the screen, so the flow is very important, and it needs to be fun the whole way through, so it needs to be diverse. That’s why we chose to work with Guard Crush.” He continued, “They’ve been doing this for the past ten years, gathering feedback from the community and always improving their engine, so they have a very clear idea of what people will want from a modern beat em up.”



    It’s possible of course that we’re all guilty of wearing the rosiest of tinted glasses when it comes to Streets of Rage, but it’s arguably one of the few 16-bit era experiences that genuinely does still stand up. That doesn’t mean that you’d want it exactly that way if it released next week, and the team seem well aware of that with Cecile saying, ”It’s got to be the perfect balance between what you would expect from a game from a series like this, and what we would expect from a new member in that series… It has to feel like Streets of Rage.”

    He continued, “We need to keep what’s the best from the originals, and that could be anything from gameplay to story to different aspects of the games, but we need to keep what makes the game great, and modify or improve those that were not so great, or just OK. There is a legacy, we’re not just erasing that.

    “The gameplay, the rhythm, the flow, the fighting mechanics, they were already good but now we can do so much more. We have a lot of good ideas, for example in Streets of Rage 2 when you use your super it burns up some of your life, whereas now it still burns your life but you can regain it if you do a perfect combo.”

    Besides the challenge of getting multiple fists to feel just right against multiple faces, the music of Streets of Rage was almost as important to the experience, with Yuzo Koshiro’s progressive soundtrack still having a unique sound even today. Cecile knows that they need to get Streets of Rage 4’s just right; “The soundtrack is a part of the Streets of Rage legacy, so that’s something that’s very important to us. We have many ideas, we’re talking to a lot of people, and while we can’t say much now, it’s one of our main concerns. We want people to play the game, hear the music and say ‘Wow!’ We want to have something that feels modern, but that has this spirit, this legacy as well.”



    It’s little surprise at this point that Cecile was being cagey about various elements of the game – “We don’t want to ruin the surprise!” – but it seemed clear that besides Axel and Blaze we’re going to see more of the characters from the first three games. It’ll be interesting to see whether multiplayer will extend beyond just two players as well, especially when Guard Crush’s Streets of Fury supports four player co-op, but when so much of our conversation was about this development being a balancing act between modernity and nostalgia, perhaps they’ll look to keep things simple.

    Finishing up, I asked if there was a reason for Axel and Blaze’s return to action, and what we could expect from the narrative, with Cecile replying “We don’t want to change everything. What makes Streets of Rage charming is that the story is very simple, straightforward; it’s bad-ass ex-cops beating the crime organisation of the city. That won’t change much! There will be some twists, there’ll be some different ways of telling the story to players, some modern ways of doing it. It will be the same, but different!”

    While some of the more vocal fans have expressed concerns about the art style from far behind the safety of their own keyboards, the fact that we’re getting a new Streets of Rage game is obvious cause for celebration. Cecile and the teams at Dot Emu, Lizardcube and Guard Crush Games seem like a perfect fit, and there’s every chance that 2019 could be the year that scrolling beat ’em ups truly return.
    bron
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  6. #6
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    I can haz cheescake ? nightwing01's Avatar
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    Nice, ik hou wel van brawlers

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    Symbiotic disharmony Morrigun99's Avatar
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    Goeie dijen.

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    Giant cop car ook

  10. #10
    Pretty damn smug RPGer's Avatar
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    Ik kan niet wachten
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  11. #11
    Primarily old. Illuv's Avatar
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    Ik wel

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    ill-tempered Seabass's Avatar
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    Ik ook. Leuk voor je nostalgie-bril. Maar dit genre is niet meer zo hip als vroeger. Of zijn we Double Dragon 4 al vergeten?

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    Administrator Like-a-Bunny's Avatar
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    Quote Originally Posted by Seabass View Post
    Of zijn we Double Dragon 4 al vergeten?
    Eerlijk antwoord? Volledig.
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  14. #14
    Symbiotic disharmony Morrigun99's Avatar
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    Ik begreep de euforie rondom Double Dragon vroegah al niet eens. M.i. was Streets of Rage toen al leuker om te spelen t.o.v. mega statische DD.

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    King in the North Tonne's Avatar
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    Quote Originally Posted by Like-a-Bunny View Post
    I want it now.
    "As God as my witness I will put you through that fucking wall!"
    - Frank Murphy

  17. #17
    Symbiotic disharmony Morrigun99's Avatar
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    Goeie tetten

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    The original SoR composers are working on Streets of Rage 4

    Yūzō Koshiro and Motohiro Kawashima are coming back to the streets


    The upcoming Streets of Rage 4 is going to feature a lot of throwbacks to the classic Sega beat-em-up series, not least in the soundtrack department as it's been announced that original series composers Yūzō Koshiro and Motohiro Kawashima are to contribute to the game's soundtrack.

    They're joining a host of classic game soundtrack talent, with Street Fighter II composer Yoko Shimomura, Jet Set Radio composer Hideki Naganuma and Ninja Gaiden's Keiji Yamagishi also making songs for the upcoming game.

    There's a mini video documentary to go with this announcement that has all these folks talking about creating the soundtrack for the game which we've included below. Streets of Rage 4 doesn't have a date or formats yet, but so far it's looking pleasingly familiar.
    bron
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  20. #20
    King in the North Tonne's Avatar
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    Zin an
    "As God as my witness I will put you through that fucking wall!"
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    Streets of Rage 4 is disgustingly good – and it isn’t just about preying on nostalgia

    ‘Streets of Rage 4’ is shaping up to be a worthy sequel
    Eschewing pixel art hasn't made it any less fun.


    It took just a few seconds playing Streets of Rage 4 for me to understand how much love has gone into this game. The characters are hand-drawn, but precise, mirroring the feel of the original pixel art, and everything is richly animated. It still has that saturday-morning-cartoon feel, but with a frame rate 12 times higher.
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  22. #22
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    Schiet eens op met deze joh
    Ik kan niet wachten

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