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Sega photo
Sega

Surprise! That Sega 'classic' announcement hype was Sega 3D Classics Collection


CJ called it
Jan 21
// Chris Carter
Remember when Sega said a new announcement was coming today, and that classic gaming fans should be excited? Well, I don't think you're going to be very excited. Sega has confirmed that it is indeed the Sega 3D Classics Colle...
pıoɹʇǝ photo
pıoɹʇǝ

This pıoɹʇǝɯ ɹǝdns mod is pretty damn rad


Turn your world around
Jan 05
// Chris Carter
There's no better time to talk about retro games than during AGDQ's recent runs, and Super Metroid is of course a classic. This crazy mod, dubbed the "perspective hack," shifts the entire camera around and flips th...
Game Boy photo
Game Boy

Game Boy themed Alien Dinosaurs coming to PC, 3DS and Wii U


Quarter 1 release
Jan 04
// Chris Carter
Although the digital era gets a lot of [mostly justified] flak, it's done a lot of good as well. Indie teams can generally whip up an awesome project or retro homage in a fraction of the development time, and put it right on...
Virtual Console photo
Virtual Console

No, this isn't a Virtual Console game, it's a PS4 re-release


Bear is driving? How can that be?
Dec 30
// Chris Carter
Do not adjust your television set -- what you're seeing is a brand new PS4 game, set to drop in Japan early next year. Yep, Mebius and Clarice Games have taken it upon themselves to resurrect the Bases Loaded franchise (...

NES Xmas photo
NES Xmas

This 1989 Christmas footage of a child getting an NES is adorable


From iretrogamer
Dec 25
// Chris Carter
For a lot of gamers, some of their fondest memories lead back to the holidays. Opening gigantic boxes to find consoles inside is one of the greatest feelings in the world as a kid, and that's just what iretrogamer decided to...
Why? photo
Why?

Coleco announces new cartridge-based console


Put it next to your Ouya in the trash
Dec 18
// Jed Whitaker
Are you old enough to remember the ColecoVision console from the '80s? Do you yearn for the days of old when games came on cartridges and everything had a nice physical manual? Do you often buy into new consoles announced wit...

Review: Turok: Dinosaur Hunter

Dec 17 // Jed Whitaker
Turok: Dinosaur Hunter (PC)Developer: Iguana Entertainment, Night Dive StudiosPublisher: Night Dive StudiosMSRP: $19.99Released: December 17, 2015 Most people remember Turok: Dinosaur Hunter from the Nintendo 64, but there was also a PC port released back in 1997 as well. This latest release takes the best parts of both versions and combines them with an all-new engine to make a definitive PC version. That said, don't expect much new as the overall experience is largely unchanged from the N64 version: same music, same bland graphics, and same cheat codes. By just playing the game you'd probably not notice the differences unless you've recently done a playthrough of the N64 version, which I certainly haven't. Shooters in 1997 played a hell of a lot differently than they do now: no infinite lives or regenerating health, and you better be ready to collect keys; Turok is a classic shooter through and through. Stages feel massive and open due to most of the levels being designed as if you're outside in a very cliffy but smooth terrain. Levels offer branching paths though many just lead to a secret or weapon at a dead end, but you can explore freely in most areas as you wish, as well as travel between levels using portals at the end of the first level. While not completely open world, Turok is certainly a far cry from the hallways of Doom, at least until the final level of the game when things get a bit more linear and enclosed.  There isn't much of an in-game narrative to Turok. A Native American armed with weapons ranging from a bow and arrow to modern guns to alien technology fights through waves of humans, dinosaurs, and cyborgs to stop an evil person from taking over the world. Honestly, the story doesn't matter at all; the shooty bits are the real draw here. Blasting dinosaurs feels pretty satisfying all around, even if it is less Destiny and more like the classic Unreal series. The death animations of the humans are some of the best in any FPS; I especially enjoy when they grab their neck while blood squirts out. Sadistic, I know. [embed]327507:61554:0[/embed] The only time gunplay feels tedious is with the bullet-sponge bosses and late-game enemies. As the game advances it constantly rewards you with new weapons that help, including some with over-the-top, screen-filling explosions. Even with top tier weapons, bosses can still be a pain in the ass.  If you feel nostalgia for the worst parts of retro gaming then you'll get a kick out of this; saving the game still requires finding checkpoints. You have to manually select a save slot, and -- just like on the N64 -- to reload a save you must start a new game then pause and select your save to load. Aside from playing the game in widescreen, there are some other enhancements, though nothing major, you'll still be seeing the same ugly textures reused over and over. Options are included for field of view, and a new longer draw distance that still maintains the fog in the distance on most levels. Not having to deal with only being able to see a short distance ahead of you due to fog makes the game far easier, especially when enemies don't detect you till you get closer to them, and all the weapons seem to have unlimited range. While there is an option to reduce the draw distance -- thus moving the fog closer to you -- it doesn't feel like it is enough to replicate the feel of the N64 experience of being surprised by enemies coming out of the fog just mere feet ahead of you. The increased draw distance does fix one major issue the original version had; there is rarely any need to pull up your on-screen map overlay. I remember playing on the N64 with the map on the screen most of the time due to getting lost in the fog and not knowing where to go next, an experience I'd rather not relive. While the ten-year-old inside of me would like to pretend that Turok: Dinosaur Hunter is perfect and the best shooter of all time, I have to admit it isn't and this version isn't anything special. If you're looking to relive a retro experience with slightly better draw distance, a solid 60fps framerate, and a far superior control system then by all means pick this up. If you're more accustomed to the modern day FPS, it's best to leave this one buried in the past. [This review is based on a retail build of the game provided by the publisher.] Assassin's Creed Syndicate: Jack the Ripper (PC, PS4, Xbox One [reviewed])Developer: Ubisoft MontpellierPublisher: UbisoftMSRP: $14.99Released: December 15, 2015 (PS4, Xbox One), December 22, 2015 (PC)
Review: Turok photo
A time machine to a better 1997
The year was 1997 and ten-year-old me was obsessed with two things, dinosaurs and video games. Imagine my excitement when the latest issue of GamePro magazine arrived in my mailbox informing me of an upcoming game where I got...

History! photo
History!

Nintendo rejected this Super Mario Bros. 3 PC pitch by Doom developer id


And it led to Commander Keen!
Dec 14
// Steven Hansen
John Romero of id Software fame just released this video of a Super Mario Bros. 3 PC port John Carmack and John Romero made to show Nintendo in order to get the license for the PC version. Nintendo would ultimately decline the offer, but id and company used the technology and wherewithal to create something of a classic in its own right, Commander Keen, which turns 25 today.
GoldenEye photo
GoldenEye

Phil Spencer: GoldenEye 64 rights are 'challenging,' has looked at it 'many times'


Bummer
Dec 09
// Chris Carter
This week, Phil Spencer mused on the idea of working with Nintendo to bring Minecraft to the Wii U, stating that it has been a positive experience. It's a noble partnership of sorts, but people really want to know if thi...
John Stamos, be my dad photo
John Stamos, be my dad

Uncle Jesse's favorite game of all time is a creepy retro game


Two guys walking around with boners?
Dec 05
// Jed Whitaker
It is December, and the news has been mostly slow. I decided to do what any responsible reporter would do and ask John Stamos, aka Uncle Jesse from Full House, aka the guy that was better than Clooney on ER, what his favorite...
Favorite game quiz photo
Favorite game quiz

Kill your darlings, create a definitive list of your favorite games


Sophie's Choice simulator 2015
Nov 29
// Nic Rowen
A test to sort your favorite games has been making the rounds on social media over the past few days. Normally I ignore this sort of thing, but when it seemed to push our own Jonathan Holmes into an existential crisis earlier...
Retro photo
Retro

Retro City Rampage sequel, 'Shakedown Hawaii' announced


Now 16-bit
Nov 25
// Chris Carter
Developer Vblank has announced a brand new follow-up to Retro City Rampage titled Shakedown Hawaii. It will be released on PS4, Vita, 3DS, and PC at some point, and updates the original aesthetic with 16-bit visuals. Th...

Review: Super Star Wars

Nov 18 // Chris Carter
Super Star Wars (PS4 [reviewed], PS Vita, SNES, Wii Virtual Console)Developer: Sculpted Software, LucasArtsPublisher: Nintendo (SNES) / Disney Interactive (PSN)MSRP: $9.99 (Cross-Buy with PS4 and Vita)Release Date: November 17, 2015 Despite the fact that a lot of 2D platformers in the '90s were keen on a linear format, Super Star Wars mixed things up considerably. It's a run-and-gun title at heart, but it has arcade elements, vehicular portions, and some exploration elements peppered in to keep you constantly on your toes. While the first stage (the desert of Tatooine) is straightforward, the game really starts to open up on the third mission, the Sandcrawler. Here, you'll face ridiculously tough platforming sections with hazards, enemies, and moving platforms constantly at odds with the player. Almost every stage has something new to throw at you. Whether it's auto-scrolling sections with platforms crumbling underneath your feet or all-out arena brawls, no one experience feels the same. I love the silly liberties taken with the story, which only loosely follow the film, like Luke fighting a sarlacc in the very first mission. I'm glad that the developers were given a lot of leeway here, especially when you consider the limited settings in A New Hope -- the crew essentially hangs out on Tatooine before heading directly to the Death Star. This change of pace is especially evident for the boss fights -- hulking, memorable masses that are some of the toughest challenges in the game. Speaking of challenge, Super rewards those of you who don't die, gifting a permanent health increase whenever you come across a giant heart power-up, as well as full-use of whatever power-up you happen to have equipped at the time. Oh, and there's one more thing -- checkpoints basically don't exist. [embed]321401:61152:0[/embed] It is missing a bit of variety gameplay-wise though, mostly due to the fact that Luke doesn't really start his Jedi training until the next iteration. Because of this adherence to the source material, Super Star Wars is a shooter through and through, with very little emphasis on melee combat or special powers beyond the Contra-esque power-ups and some ancillary use of Obi-Wan's Lightsaber. Having said that, roughly halfway in you'll have the option to swap characters (Han and Chewbacca join Luke), who bring in their own set of animations with them. As for the "enhancements" that accompany this re-release, they're pretty light. The biggest addition is probably the save state option, which allows players to snapshot their progress anywhere in the game -- it's extremely useful for saving your progress before a boss, or when you just have to pick up and leave. Sadly, it's only one slot, and I would have loved to have seen an option to catalog all of the game's wonderful boss fights. Other than that, you're basically getting a selection of three filters, border options, and leaderboards. You can get a better look at everything in the video above. Super Star Wars remains a classic over two decades later, and I'm happy to see it being reintroduced to a new generation. I sincerely hope this leads to the production of remakes for the superior Empire Strikes Back and Return of the Jedi entries -- perhaps with a few more extras along for the ride. [This review is based on a retail build of the game purchased by the reviewer.]
Super Star Wars photo
As old school as the Force
I'm really surprised that Super Star Wars is getting a re-release in 2015. No, not because "it's old," but rather the fact that it's an exceedingly unforgiving retro game, which doesn't really gel with the hand-holding landscape of modern gaming. While some elements haven't aged all that well, it's still very much a classic.

Bubsy on Greenlight photo
Bubsy on Greenlight

#SaveBubsy


I didn't even know he was sick
Nov 16
// Nic Rowen
Almost did a spit-take when I saw this slide into my inbox today. Apparently, Retroism is on the quest to save Bubsy (yes, the platforming feline with radical CATtitude) and wants your help to do it. They're re-releasing two ...
Odin Sphere photo
Odin Sphere

Want to play an 8-bit version of Odin Sphere in your browser? Take to Twitter


28,888 tweets needed
Nov 14
// Chris Carter
Atlus of Japan has just announced a neat little promotion for their upcoming ports of Odin Sphere. If 28,888 people tweet out that they're interested, we'll unlock an 8-bit browser version of the game. Based on the footage i...
Rare console prototype photo
Rare console prototype

That Nintendo PlayStation works!


At least partially
Nov 06
// Jordan Devore
Real or fake, I was fascinated by that so-called Nintendo PlayStation. The system, a sort of Super Nintendo with a CD drive, was produced through a partnership with Sony but never saw a commercial release. The machines are ex...
Fan demake photo
Fan demake

What Fallout 4 might have looked like in 1984


Fallout 84 mockup running on an Apple II
Nov 02
// Steven Hansen
Eight more days 'til Fallout 4, Fallout 4. Fallout 4. Eight more days 'til Fallout 4, Sil-ver Shamrock! Chiptunes group 8 Bit Weapon decided to mock up what Fallout 4 might look like if it were made in 1984 open-source edito...
Gotta go fast photo
Gotta go fast

Is this new Super Mario Bros. world record a perfect run?


Looks damned close if not
Oct 22
// Jed Whitaker
A new Super Mario Bros. speedrun world record has been set (as seen above) and it looks damned near perfect. It's mostly a vanilla run, meaning the player doesn't use many glitches aside from one allowing access to the secon...
Wet photo
Wet

Tacky old porn sim fluffed for PC re-release


What the hell, 1998?
Oct 19
// Steven Hansen
I dislike this art sooo much. It doesn't look like an anime at all. But seriously, at least aim for Heavy Metal, right? This is 1998. Leisure Suit Larry did a better job 10 years earlier on noticeably more restricted tech. He...
Super Battlefront photo
Super Battlefront

Star Wars Battlefront looks so good as a 16-bit game


Thank the Force
Oct 09
// Brett Makedonski
Enjoying that Battlefront beta? It seems like plenty of people are thrilled to play in a Star Wars universe that looks as good as this one does. Bear with me here, but Battlefront has a pleasant charm to it if...
Nintendo 64 photo
Nintendo 64

Unreleased N64 game surfaces after 16 years


First footage of Viewpoint 2064 since 99
Oct 04
// Kyle MacGregor
History is littered with the bones of games like Viewpoint 2064, the unreleased sequel to Sammy's 1992 Neo Geo shooter Viewpoint. The Nintendo 64 project was first (and last) seen at Nintendo's Space World event in 1999, befo...
Microsnub photo
Microsnub

Microsoft snubs Mario, nods to Zelda on bullshit made-up holiday


Super Mario Bros. 30th anniversary
Sep 14
// Steven Hansen
Yesterday was the 30th anniversary of Super Mario Bros. Fine. But, also, the Internet keeps trying to convince me that it was also "8-bit Day," one of those bullshit, made-up holidays from the folks that brought you the insuf...

La-Mulana 2 will probably break me

Sep 05 // Zack Furniss
Since the interface and overall graphical style of La-Mulana 2 looks almost identical to the original, it's appreciated that the new character is distinctive enough that you'll know which game you're playing. Instead of inhabiting the Indiana Jones-alike Lemeza Kosugi, you'll be playing his (maybe) daughter Lumisa. Skill-wise, the only major change I noticed is Lumisa seems to have slightly more air control; instead of being locked into a forward jump, you can ease off a bit. Though I eventually acclimated to the strict leaping rules in the first game, I immediately felt more comfortable exploring the ruins in this demo. That comfort was obliterated in approximately one minute. While a jovial PR rep was telling me that puzzles aren't necessarily easier, so much as they have better signposting, I stumbled through trap after trap and wandered up to a boss. I was supposed to whack him in the face, but he kept charging through and knocking me down, killing me in a few quick blows. This happened about four times, until I gave up and went in a different direction. Another change is that there's a more noticeable sense of depth (at least in the stage that I played). La-Mulana 2 is built in 3D in the Unity engine, as seen above. Though this first area didn't play with this too much, I imagine the late-game ruins will use this newfound depth to their advantage. I'll be damned if clues to certain puzzles won't be hidden in the background. With such limited time and access to the demo, it's hard to get a sense of whether the signposting has actually been improved. The first game played a sound effect when you had advanced a step in a puzzle, but there was often no clear way to figure out what exactly had changed. The platforming and bosses still feel as tough as ever, but a series like La-Mulana really demands at least a few hours to see just how inextricable the labyrinthine ruins will end up being.  The PR rep ended our meeting by saying that when they polled players about difficulty, Japanese players overwhelmingly wanted the sequel to be easier and the Western players wanted it to be harder. They're trying to strike a middle ground here with tricky riddles that still require a sharp eye, and more forgiving platforming. We'll see how that turns out when it launches early next year.
La-Mulana 2 photo
And I look forward to it
I only recently finished La-Mulana, Nigoro's "archaeological ruin exploration action game." It tried its damnedest to make me quit at every turn; with its obtuse puzzles and tricky platforming, I don't feel it's hyperbole to ...

Shutshimi photo
Shutshimi

Shutshimi: Seriously Swole coming soon to Wii U


Choice Provision's great goldfish shmup
Sep 01
// Alessandro Fillari
Just last week, we were graced with the release of Shutshimi: Seriously Swole on PC, PS4 and Vita. In this bizarre tribute to classic shooters, players take control of a team of gun-toting goldfish with memory issues as they ...

Poncho is a mind-melting retro journey through post-robopocalypse

Aug 20 // Alessandro Fillari
[embed]307084:60068:0[/embed] Poncho (PC [previewed], PS4, PS Vita, Wii U)Developer: Delve InteractivePublisher: Rising Star GamesRelease Date: September 24, 2015MSRP: $14.99 After the apocalypse, humanity has been wiped out by an unknown scourge, and all that is left are machines. With mother nature having retaken the earth, the machines developed their own society and culture in the ruins of the old world. But one day, a poncho-wearing robot longs to discover his origins, and seeks out his creator. Using perspective-warping abilities and his own platforming skills, the resourceful little robot will travel through the landscape and encounter other machines trying to find purpose in the new world. Over the course of his adventure, he'll not only discover the meaning his own creation, but also the truth behind mankind's destruction. In recent years, retro-throwback games such as Fez have become common. What these titles share is an increased focus on subversion and playing with genre conventions, all the while crafting a compelling story that goes beyond what many would expect from the genre they're paying homage to. Poncho is no different. With the ability to travel between different planes of the level -- from the foreground, background, and middleground -- the poncho-wearing robot will have to tackle challenging puzzles and action set-pieces. The developers cite classic platformers such as Super Mario World and Sonic the Hedgehog, which had richly detailed backgrounds, as inspiration. I was surprised by how quickly Poncho ramped in difficulty. Initially, it's a very atmospheric game that focuses on storytelling, but once you're let loose into the various stages, things take quite a turn. While there are no enemies or bosses to battle, the challenges come from figuring out how to navigate the multi-layered levels with the perspectives-jumping abilities. With platforms, switches, and other obstacles that call for quick jumps between the different areas of the stages, there's tricky twitch-based gameplay to the platforming and some genuine three-dimensional thinking to the puzzles. It's trippy while still playing on the 2D plane.  With its release approaching, I got in some quality time from the current build of the game. As you acquire new abilities and skills from schematics, you'll be able to travel back to past stages and explore new areas. These abilities, such as the robot stomp, open a number of new avenues of exploration. This mechanic did a lot to make me understand the true scope of Poncho. It's very much a throwback platformer with modern puzzle gameplay dynamics. There were several moments where I felt I was stuck, but once I figured things out, I was left immensely satisfied.  If you're itching for a puzzle-platformer that plays with the genre's tropes and conventions, then keep an eye out for this little title. While on the surface it looks like a rather humble platforming jaunt through a post-apocylyptic world filled with robots, Poncho quickly goes into mindfuck territory, and it'll raise questions you'll be dying to get answers to.
Poncho preview photo
Out on September 24
Last year, we got a sneak peek at a rather peculiar puzzle-platformer named Poncho. Launching on Kickstarter and debuting at EGX for attendees, it showed a lot of promise in exploring the earth after humans went extinct. Unfo...

Curses 'N Chaos photo
Curses 'N Chaos

Curses 'N Chaos coming out August 18


Tribute Games' next joint
Aug 10
// Zack Furniss
Last year at PAX East, Jonathan Holmes had a chance to interview Tribute Games (makers of Mercenary Kings, which Patrick liked a bunch) about their newest creation, Curses 'N Chaos. It's a two-button couch/online co-op s...
Mondays, am I right? photo
Mondays, am I right?

Sonic 2 handles stubborn stains!


Embarassing bald spots, no problem!
Aug 03
// Jordan Devore
If I were allowed to make commercials for video games, I'd want them to look like this:
Rare Replay photo
Rare Replay

Is 30 games in Rare Replay not enough for you?


What would you like to see added?
Jul 30
// Vikki Blake
Although Rare is packaging 30 of its biggest games together with the release of Rare Replay, turns out 30 retro Rare games might not be enough. During a special Twitch livestream, Rare's James Thomas said that whittling ...
Yes, really photo
Yes, really

The NES just got a brand new competitive shooter


Star Versus the next big NES eSport? Nah
Jul 29
// Jed Whitaker
The Nintendo Entertainment System's last officially licensed title released in December of 1994 (name that game!), but that hasn't stopped chiptune artist and now homebrew NES game dev Dustin Long from releasing a new title....

3D Streets of Rage 2 is a return to classic brawler action

Jul 22 // Alessandro Fillari
Released back in 1992, Streets of Rage 2, called Bare Knuckle II in Japan, was an immediate hit with Genesis owners and still stands as a favorite among beat-'em-up fans to this day. Set a year after the events of the first game, our street-fighting brawlers have to take back control after the sprawling criminal empire the Syndicate kidnapps one of their allies and plunges the city into chaos. Teaming up with pro-wrestler Max, and a young rollerblading brawler names Skate (the brother of SoR1's Adam), Axel and Blaze have to scour the city while scrapping with vicious thugs that work for the ever-elusive Mr. X. I spent many hours with Streets of Rage 2 when I was a kid, and the flashy neon lights and bombastic atmosphere -- along with Yuzo Koshiro's bumping synth score -- are imprinted in my memories of those glorious Genesis days. Surprisingly, there's a strong focus on plot in these titles. While most beat-'em-ups settle for the save X from Y plot and call it a day, SoR goes a bit beyond that by wrangling in government conspiracy and even throwing in some crazy sci-fi angles. Though the narrative is pretty much on par with B-level action movies, it still goes a long way with setting the tone and atmosphere. While there was another follow up with SoR3, the second game is my favorite and holds up remarkably well. Fortunately for us fans, Sega agrees and it's since been ported over to many different platforms, including Xbox Live, PlayStation Network, and even iOS. However, with its upcoming release on the 3DS, this marks the first time you'll be able to play the game in 3D. "Streets of Rage 2 was the most popular of the three games in the series, so we actually had 2 slated as a conversion candidate from the very beginning," stated producer Yosuke Okunari. "However, when we first starting the development on these games, there were technical issues around getting this game into 3D, and it was deemed an impossible task so we gave up on it. If you've spent time playing the game, you've probably noticed that these sorts of side-scrolling beat-'em-ups are extremely well-suited for stereoscopic 3D (we actually call them 'belt action' games in Japanese because it's like being on a conveyor belt). The benefit of being able to visually confirm that you are lined up with your enemy and thus avoiding whiffing is huge." Coming off the original, the sequel featured a number of innovations and upgrades that made it stand apart from its predecessor. Aside from the obvious visual upgrade, which features sharper graphics and more detailed environments and character designs, the combat mechanics were greatly expanded to include new character-specific moves and super attacks. While I'm sure there were many who missed the police backup from the original, the focus on character diversity and growth was what made Streets of Rage 2 a true upgrade. During their work on the original's 3D remaster, the developers overcame the challenges of translating the unique visual style to bring over its sequel. "The graphics in these games were not like modern 3D, so there's a lot of pseudo-3D going on [referring to the diagonal side-scrolling stages], and when you take that and apply real stereoscopic 3D to it, you get conflicting visuals. So at the time, we thought we wouldn't be able to get the game into 3D," explained Okunari. "That said, because we were able to get the first game in the series into 3D, the staff's ability and know-how around 3D conversions saw huge improvements, and we found ways to work around these sorts of conflicting situations, and thus making the project a reality." After several playthroughs with the 3D remaster, I was impressed with the quality of the port. I can assure you that the pictures do not do the game justice. The side-scrolling visuals really pop with the 3D enabled, and many of the animations and action sequences feel more pronounced. The visuals on the 3DS feel sharp and with no slowdown or loss performance, which is great for when things get really hectic. While the game is largely as it was, gameplay feels just as precise as it was back in its heyday on the Genesis. It's a true testament to the design of the game, and it feels right at home on the handheld. As with the other 3D Classic releases, Sega has decided to do fans one better with the addition of new gameplay modes. In 3D SoR2, players can now experience the new mode called Rage Relay, which gets people playing as other characters during their run. Upon death, your starting character will switch over to the next one from the roster. For instance, if you start out playing with Axel and you get taken during a tough encounter, then you'll switch over to Max upon respawn. Initially, I found it to be a pretty odd gimmick, but I'll admit it came in handy during tough bosses or enemies which called for a bit more brute force. The developers included this optional mode as a way to encourage trying out the other characters after noticing how often players would stick with their favorites. "The original development team that worked on SoR2 was heavily influenced by Street Fighter II when making this game, so rather than a normal beat-'em-up, they really wanted each character to have their own feel, so each character has a very unique play style associated with them," said the producer. "However, unlike competitive fighting games, people tend to only play with the character the choose first for beat-'em-ups, and we didn't think most people strayed from that initial choice. There's four characters here, each with their own play style, so we wanted to make sure every character got a shot and make it interesting by giving players a chance to try characters they didn't really used back in the Genesis era. Our answer to this was Rage Relay." To say I had a great time with 3D SoR2 would be an understatement. I was pretty damn happy with how this remaster turned out. Not only do the new features help liven up the experience, the core gameplay still shows that simple beat-stuff-up action can be a ton of fun. And with local play available, you'll be able to team up with friends to take down Mr. X. With its release approaching, I can tell that many fans of Streets of Rage 2 will feel right at home with the 3D remaster. Not only has this title held up well, but it makes some impeccable use of the 3DS hardware. Once you fire up the game, and Koshiro's synth score reverberates through the opening title crawl, you'll be hooked. It's a total blast from the past, and it'll get your adrenaline pumping in no time.
Sega 3D Classics photo
Taking back the streets on July 23
Growing up, one of my favorite genres was the side-scrolling beat-'em-up. From Final Fight to Double Dragon, I was quite fond of the action found in traveling through different stages and kicking the asses of gang members and...


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