For example, when attacking enemies across a pit I would use my Fireball for ranged damage, but when in tight quarters against multiple foes, I'd switch to my Spin Kick and take them all out at the same time. I didn't think much of this feature at first, but when I realized that the game's difficulty was as challenging as those old quarter-sucking arcade brawlers, changing songs on the fly quickly became a worthwhile strategy. You can only have one Sosetsitsu and one Stance active at a time, but they can easily be swapped out. Soda is the health-refilling pickup, and cash is another new collectible, used to purchase items and songs. MP is required to perform magic attacks, which replenishes slowly over time or instantly by picking up batteries. Initially they can be upgraded to level ten, but after acquiring Mythril (dropped from bosses) they can be forged at the Tapesmith and eventually be maxed out to level fifty. These songs can be leveled up for greater effect. Besides the standard attacks mentioned above, songs (randomly dropped from enemies or purchased at the Curio Shop) bestow stat-boosting Stances or Sosetsitsu Magic attack powers. Some additional elements give Double Dragon Neon a little more substance for today's feature-craving audience.
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Developer WayForward's decision to use large model on a zoomed in area to me is more reminiscent of rival beat 'em up series Final Fight and Streets of Rage, and it doesn't do justice to the Double Dragon brand. There's enough slowdown that when your attack hits air and the enemy strikes true, you may take out the aggression on your controller.īut the cramped game field itself is what infuriates me the most with this "remake." I remember Double Dragon I and II using small character sprites in a large area, which made the world feel bigger and gave the series a unique perspective. This concern is heightened with the extremely sluggish animation. Being a 2D side-scroller in a 3D environment, finding the same plane as your enemy is a tricky endeavor. The attacks, while satisfying when connected, have a frustratingly small target area. The combat mechanics are where the faulty issues are found. Bats, daggers, and whips are few you older gamers may remember, but some new ones have been added to the list (keep an eye out for those hair picks there are some trophies/achievements gained from them). Also returning are the classic weapons, which are found casually lying on the floor, or can be pummeled out of the hands of enemies. You can also run to quickly cover ground or charge an enemy with a shoulder attack. For instance, if you connect with a couple of light punches, you can finish with a spin kick using the heavy attack button, or perform a dodge roll behind an enemy and use a sweep attack. You've got your light and heavy attacks, jump, grab, and dodge, with combinations between them. It feels old school, but also lacks evolution. The combat design is the area of the game that takes the most liberties from the brawlers of decades past. It's exactly the type of gameplay you may remember: easy to pick up yet challenging to master. It's then a casual stroll forward with frequent stops to pound some lackeys into submission. The introduction takes us straight back the original game, with Marian (the buxom blonde love interest of our heroes, Billy and Jimmy) getting sucker punched and hauled away by some goons moments before the brothers emerge from a garage.
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It fits that comfortable area where it's fun enough to be worth the modest download price. Double Dragon Neon is by no means perfect, but it's not a disaster either. Care must be taken to pay respects to the source material while maintaining a current feel. For a reboot, however, this can be a double-edged sword. In some respects Double Dragon Neon goes right back to its arcade roots. And what's not to get excited about? They rekindle the nostalgia for aging gamers, they are relatively easy for developers to produce, and, when done right, they can make a tidy profit for the publisher, yet still avoid breaking the bank for consumers. Video game reboots and remakes have carved themselves a nice little niche in the past few years.