No, you're not suffering from déjà vu; this article originally appeared on the site in September this year, and we're republishing it as part of our 'Best of 2018' series which celebrates what we feel were our finest features of the past twelve months. Enjoy!
Flashback time. My friend had that excited tone of voice when he called me about the latest video game he had rented. It was called Streets of Rage; and for me, a kid raised on the NES, that 16-bit series was an indelible experience. We fought through level after level, one sequel and then another, punching our way through the halcyon height of side-scrolling beat-’em-ups. It’s been 24 years since Streets of Rage 3 released, but I am hardly alone in my nostalgia.
"I have very clear memories of playing Streets of Rage on Game Gear in the back of my parent's car and having a blast," says Cyrille Imbert, CEO of publisher DotEmu, the company responsible publishing Lizardcube's sublime Wonder Boy: The Dragon’s Trap. As revealed on August 27th, they’ll soon have Streets of Rage 4 to their credit as well.
"After Wonder Boy: The Dragon’s Trap’s success, we were wondering what could be next," Imbert says. "We knew we could aim high and Streets of Rage was a clear choice for us. Short after the release of Wonder Boy, we were having a drink with Ben from Lizardcube and started talking about it. Seeing Ben’s passion for the title and later, his first artworks of Axel, I knew we had to try it."
Classic gaming properties seem to have been embraced with a renewed fervour recently. In 2017 alone we saw the Crash Bandicoot N. Sane Trilogy, Bubsy: The Woolies Strike Back and Sonic Mania, with the Spyro Reignited Trilogy arriving later this year. Imbert has some thoughts on why these old-school franchises are still so beloved - and in high demand.
"A good game will always be a good game," he explains. "Nobody asks why we are still playing thousand-year-old games like chess. Playing a game you loved many years ago is like watching your favourite movie or listening to your favourite band from the '70s. So of course the demand is there and, on the side of the devs and IP holders, there is also a desire to share this awesomeness with new generations of gamers."
New generations, indeed; a lot has changed in the past couple of decades, as gaming has evolved in both its technical capabilities and design sophistication. While there may be a cluster of true retro-style beat-’em-up fans out there, it’s fair to say that some work has to be done if developers are sincere about bridging the gap to new generations of players. Enter Ben Fiquet, Art and Creative Director of Lizardcube.
"Since Wonder Boy, I tried to put in a particular effort to respect the original games from an artistic standpoint. For a license like Streets of Rage, you have to try to improve the designs but at the same time, you have to keep the attributes that define them," Fiquet says. The result is a colourful hand-drawn art style that looks new while remaining faithful to the original character designs, as evidenced in a demo that debuted at PAX West.
He takes the responsibility seriously, in striving to do justice to the franchise. "The pressure is light when you start to draw few sketches and you don’t know if the project will materialize. But as the game takes shape, you start to realize it will be the legacy of these great games that fans love and it can be a little overwhelming," Fiquet explains. "I try not to focus on these kind of things and just carry on with our work. We are proposing something new, a revival after 24 years. Of course, things will have changed, but I really think people will see the improvements it brings. I think the gameplay footage is way too short in the trailer for people to really grasp what it will be."
Along with the visuals, part of a series’ signature is its soundtrack. In the case of Streets of Rage, composed Yuzo Koshiro gifted gamers with stellar music. As far as living up to such an esteemed legacy, Piquet comments, "We know how important the music in Streets of Rage is. It is a huge part of the game's identity and we want to take our time to do it right. There will be more to announce soon."
Yet, however strongly you feel about the merits of presentation, at some point you have to try and provide some actual gameplay as well. For beat-’em-ups, the challenge is to make it feel satisfying to rough up a thug for the first time and for the 237th time as well. I personally still think Double Dragon II: The Revenge for the NES has some of the most visceral combat I’ve ever experienced, but can a modern take on Streets of Rage offer genre newcomers the same gratification? Developer Guard Crush, known for their live-action beat-’em-up Streets of Fury, was up for the challenge. Cyrille Lagarigue, Lead Programmer and Co-Founder, has some thoughts on the task at hand.
"We've been working for more than 10 years on the different versions of Streets of Fury, first on Xbox 360 (2009), then the 'EX' Steam version (2015). Those are ten years of thinking about and implementing fighting game mechanics. In that time we developed an intuition about what works and what does not in that kind of games. We actually started developing Streets of Rage 4 by modifying Streets of Fury EX. It allowed us to have something up and running very quickly, and iterate on that. It has been modified a lot now, but still retains a lot of subtleties in input handling and character behaviour that we’ve spent years tuning - and still are. We are building what we call the ‘Guard Crush Engine’, an engine and toolchain specifically built for side-scrolling Beat’em Ups."
Streets of Fury’s combat features special moves, cancels, chain combos, air combos, dodges and other fighting flourishes; it's a strong foundation to build on, but Jordi Asensio, Lead Designer and Co-Founder of Guard Crush, wants to be clear that Streets of Rage 4 has other influences as well. "Basically, we studied a crazy amount of console and arcade beat ‘em ups, even the obscure ones," he says. "My personal experience as a competitive fighting game player helped us as well to experiment several battle systems and try to implement some deep fighting game mechanics into a side-scrolling beat ‘em up."
For Asensio, this is certainly a labour of love. "The beat ’em up genre is one of my favourites and I’m a bit frustrated that there are so few nowadays. I know there are people like me that are starving for a good brawler and I hope that Streets of Rage 4 can be that stepping stone to make that genre popular again. It is actually one of the reasons I got into game-making. Studios weren’t making the games I love so I had no choice but to try to make them myself." So, how do you ensure Rage 4 is the best game it can be? "We analyse the original games frame-by-frame, and look at things like enemy behaviour and level design. We also watch videos of speed runs and other videos about Streets of Rage,” Lagarigue says.
Analysis is only the beginning, however. "We had to make our custom engine to really have the frame level control and custom tools we needed," Lagarigue says. "Also, we had to make a custom graphics integration pipeline, to match the workflow of our very talented artists - Ben Fiquet and Julian You - and also to have good performance with the enormous textures we are using."
Beausoleil Samson Guillemette, a programmer with Guard Crush, speaks about some of the design obstacles. "You need at least a solid 60 fps for the fastest reaction time possible. Add to that good combos, and a variety of attacks and counter-attacks, to make sure there’s always a move to get you out of trouble, even if it’s a risky one. And then you still need the right pacing, with all the different foes."
But wait, there’s more. "I would add that you need a good cast of characters with unique feelings and abilities so every player can find his style of play and express him/herself," Asensio says. "A solid fighting system is important, too. Being able to play the game in different ways is what feeds the player’s imagination so he/she will always come back to the game to try new things."
Lagarigue elaborates on this. "It starts with the control; it must be reactive, and have good input buffering. Then the feeling of hitting an enemy must be ultra-satisfying. Then, enemies must be varied and have interesting attack patterns that make you use of all the characters abilities. Then, the game must provide an adventure, be varied and have a great atmosphere. Easy, no?" Oh, of course. Real easy.
And aside from the tangible coding and artistic difficulties, there is a more philosophical one as well. Everyone working on Streets of Rage 4 seems to recognize this unspoken puzzle, underlying every aspect of this title: How do you deliver a modern gaming experience that will please both the original fans and new players alike? "One of the toughest challenges is to modernize while staying true to the original," Asensio replies. "One of our main guidelines is 'what if the original staff was making a Streets of Rage game today?' We’re constantly comparing our game with the originals, frame-by-frame. We try to reproduce that classic feeling and once the foundation is solid, we build on it."
That challenge to modernize runs the risk of alienating hardcore fans, but Guillemette makes it clear that they are keeping ties with the source material. "We closely work with SEGA, sending versions and collecting feedback. It is important for us and for the game itself to have their approval. DotEmu are used to working with Japanese companies and the rights holders of such licenses, and getting feedback from the original creators is and has always been part of the process."
Just for fun, I tried to ask Fiquet about some specific aspects of prior Streets of Rage titles, and whether we could expect to see them again or not. For example, you may remember the missile-launching police cruiser from the first game. Will it be making a return? "The police play a role in the story of Streets of Rage 4. I wouldn’t want to spoil anything, but I hope you’ll like it. The car that launched missiles in the first game was very cool though," he adds with a knowing smile.
It’s great to see that series stalwarts Axel and Blaze are back, but will we be able to lace up some rollerskates or inhabit a kangaroo in this new outing? "Axel and Blaze are the power couple, the spine of the license for all games," Fiquet says. "It was only natural that they would be at the centre of the reveal. But Streets of Rage has never been about just two characters, so you can expect more to come." In the original trilogy, we kept seeing criminal overlord Mr. X up to no good. Will he also resurrect for the fourth entry? "The last time we saw Mr. X, his brain might have been blown up by an explosion. It might be difficult to come back from that," Fiquet says. He has a point.
Streets of Rage 4 is a game still early in its development. As of press time, it has no release date nor confirmations as to platform availability (DotEmu’s Imbert could only say about the Nintendo Switch, "We can’t confirm anything at this stage but that would be great, wouldn’t it?"). While it remains to be seen just how well-received a new Streets of Rage experience can be, the general attitude surrounding its development is optimistic. Imbert reflects on the lessons learned from working on Wonder Boy: The Dragon’s Trap.
"The main lesson that we learned is that if you want to bring back a classic, the team working on it has to be absolute fans of the game. I think the love and attention to detail - along with the generosity of content that Lizardcube managed to deliver for Wonder Boy - is a huge part of the game’s success. Guard Crush have been developing a beat ‘em up engine for ten years just out of pure passion. That’s dedication. If you love the material you’re working on, people will feel it and that can only be positive. But of course, being passionate is not enough and talent is of a great importance - as Lizardcube and Guard Crush Games have already proved with Wonder Boy and Streets of Fury."
I asked Cyrille if there’s room yet to look forward, perhaps consider what other SEGA franchises he’d love to be involved with someday. "SEGA has really been supportive of us and our visions for both projects. There are plenty of great classics like Alex Kidd, Outrun or Shining Force that deserve to be brought back to the light. We hope to keep establishing a relation of trust with SEGA and the fans by working hard on Streets of Rage 4 and that we will be able to continue to work with them in the future."
Reinventions of Alex Kidd, Outrun, and Shining Force? Even in conjecture, that sounds like a beautiful thing. Hopefully, DotEmu and SEGA continue taking steps forward in their relationship. I have to imagine part of that path will be blazed by the reception to the fourth Streets of Rage game, for better or for worse. In the meantime, Fiquet hopes players give Streets of Rage 4 a chance and find themselves enjoying it. "I hope they like the new art style, the hand-drawn animations and the beautiful backgrounds. It might be new, but I really think it fits well with the original games and it breathes a lot of life into it." We look forward to finding out.
Comments 67
neat
They showed sketches of Axel and Blaze labelling them production designs of their first playable characters...hmmm...
Wonder Boy: The Dragon's Trap was a beautiful game that, despite Lizardcude and DotEmu's best efforts, was held back by its old-school design. I'm so glad to see that they've got a chance to truly modernize a classic series like Streets of Rage without being constrained by antiquated design.
The art style is...a mixed bag. Blaze looks okay, of a little chunky, but Axel looks like he's in a mid life crisis, works as a bin man, and has been on 50 pies a day for the past decade. He looks truly terrible. The enemies are pretty shoddy too. Background art looks okay so far.
They're being very cagey over the music. I can only assume they're trying to get Koshiro but don't want to say anything in case it falls through. Streets of Rate without Koshiro, to be frank, isn't an interesting prospect at all. Koshiro is absolutely key to the series' success.
@ilikeike The sole purpose of bringing back retro series is to recapture the old magic. You change the gameplay at your peril. And besides, SoR is already a perfect beat 'em up. Nothing needs to be changed.
@ramu-chan Of course, I wholeheartedly agree. My point was that Wonder Boy, while still a great game, was held back by its original faults like its random difficulty spikes and obtuse progression. Since Streets of Rage 4 will be an entirely original game, however, the devs can (hopefully!) recapture that magic without being held back by outdated design.
I'll buy it
Day one.
So why this dude need two jackets tho?
I want it but at the same time not too fond of the art style. I might over look that as I have been waiting decades for SoR4.
I'm still on the fence. I wanted something more like Sonic Mania- gorgeous pixel art with smooth animations, a true sequel to the original. This looks like it doesn't capture the mood and tone of the original at all.
Could had easily become a sequel to this game:
@ilikeike I loved Wonderboy, but yeah, that 8-bit platform design was messy, and that's an understatement.
@ramu-chan If that is your idea of chunky, I'd hate to see what you think is acceptable. I guess you want her to look anorexic?
@retro_player_22 Whoa, whoa, whoa, let's see how they handle this before we go and give them sheer brilliance. I like that thought process, though.
Wonder Boy Dragon's Trap is a masterpiece of action/adventure platforming and for many the very best game on the Sega Master System. It was the king of its genre on any console and PC at the time of its release. Metroid, Zelda II, Castlevania II and everything else looked and played awful next to Wonder Boy. That's why they didn't have to change a bit of its gameplay in the remake. It still holds up well enough in its original form 30 years later.
Streets of Rage on the other hand is just a better Double Dragon which doesn't count for much. Even the NES had better, more advanced brawlers, like River City Ransom.
@onex Give it a rest. She could just looked like her original design from the MD games. That would have been perfect.
I'm not fan of the art style and i'm not feeling it. Maybe that will change if i ever get my hands around it. Got to say that Streets of rage wasn't my favourite arcade beat em up. Double Dragon 1 was it.
Axel and Blaze are the best, but it'd be a shame not to be able to play as Max as well.
And Alex Kidd, OutRun or Shining Force would be cool, but Golden Axe would be even better.
@ramu-chan Oh right. Keep everything the same. No need for change ever! If you want the look from those old games, go play those old games. This is a sequel, whether you like it or not, being handled by different artists. Let them express their own style for pete's sake.
I still don't like the art style for this game at all, and their previous work doesn't inspire much confidence.
So glad they make a real sequel
Wonder Boy was so great, but it's a remake, so it had to respect the old design
But now that they are actually making a true sequel, they can make something great, I really love the soundtrack, I hope it will end in my console as soon as it releases
@NintendoFan4Lyf You're probably right. When the trailer first dropped, Yuzo Koshiro said "...currently I can say nothing about the SOR4 things right here" on his Twitter account.
If he wasn't involved, feels like he would just say that outright. I imagine they'll announce something formal soon.
I hope they really upgrade the gameplay and story progression in meaningful ways. A beat em up from the early 90's will not have much mileage in 2018 if it doesn't have new and well integrated tricks up it's sleeves.
I'm just here to say DO NOT SLEEP ON GUARD CRUSH GAMES!
Streets of Fury Ex is on of the best playing beat-em ups I've played period. There's a free demo on steam if anyone wants to try it.
"The beat ’em up genre is one of my favourites and I’m a bit frustrated that there are so few nowadays. I know there are people like me that are starving for a good brawler and I hope that Streets of Rage 4 can be that stepping stone to make that genre popular again"
This quote resonated with me because I also feel the same way about beat-em ups. I'm hoping to one day make my own beat-em up that can become a classic in its own right.
The beat 'em up genre is so desperately under-served. Castle Crashers was released 10 years ago, and look at the love it received! (It was most recently remastered in 2015 for PC/XB1.) The team doesn't like to do sequels though, so we are unlikely to ever see another one. Scott Pilgrim vs. The World was released ... eight years ago? High quality beat 'em ups of this style just aren't there any more.
This game doesn't have to be titled Streets of Rage to pique my interest, but it certainly doesn't hurt. Loving the art style, and keeping a close watch on where it goes.
@hatch How did I not know about Sengoku series? Just a quick 60 second video clip, and yup, that's a purchase right there. Maybe I should hold off for a day or two, there's rumblings about a sale on the ACA titles ... this is an exciting day.
Castle Crashers was the tipping point for me too on XBLA. It really redefined what a 'download-only' title could be. Still play it on PC because my 360 is long gone, but a Switch release would be awesome, no problem triple dipping here.
Man, so excited about both SOR 4 and any future SEGA franchises they may work on. I Have 100% confidence in this developer.
The original games had a grittiness that seems to have been lost, judging solely from the little I’ve seen of this new one. Perhaps nostalgia is skewing my memory of the originals. Should probably reserve judgement for now, but I’m certainly interested.
@hatch I think you sold me on Sengoku 3, i have been waiting to play a good beat em up that i have never played before!
I like the art style so far. Hard to tell without seeing the animation, but I think it looks promising.
They're right about needing to feel the enemy attacks... I remember not playing SOR 3 very long because the punch sound effects were weak compared to SOR 2. It just wasn't as satisfying to play.
I'm confused by the art direction. Axel looks to have aged quite a bit, but Blaze appears to have just come out of stasis. So far, not a fan, but I'm not passing judgement until it's out.
However, it's difficult to get excited when Bomber Games created the incredible Streets of Rage Remake, complete with a level maker as well. Seems strange that this company is spending so long "getting the feeling right", when Sega could (should?) have just given the project to Bomber Games.
If you’re doing sequels and remakes “ LEGEND OF THE MYSTICAL NINJA” that is all
@hatch FYI in case you didn’t know, Bastion is coming to Switch!
I can’t wait and hope it hits the Switch too! Where’s my headphones?? 😆
You'd think someone would look at Sonic Mania Plus, contact Bomberman Games (Streets of Rage Remake), and go from there.
just wanted to say blaze looks sexy in this game
Day 1 😍
I really don't like the art style they've gone for. It just doesn't look like a Streets of Rage game. Why couldn't they have gone for hyper detailed pixeli style similar to the previous games, just bigger sprites, smaller pixels but still noticeable.
And they really need to come through with the music.
Sure the gameplay matters but if it doesn't look and sound like a Streets of Rage game I'm worried it'll just be a beat em up with a famous name tagged on to it.
Looks great, not everything has to be pixel art. Axel is a bit of a fatty though.
@lillith Yakuza is the closest thing you will get to a modern style beat em up.
The art style really works for me. I'm glad they kept Blaze hot, devs know that's a selling point. I like to see evolution in games one way or another, and I don't know if this would have appealed to me as much if it were done in pixel graphics. I never played Wonder Boy in the old style because the new was so well done.
@sik187 When has she not been sexy?
You don’t know how amazing a Metroidvania remake of Alex Kidd in Miracle World with the cartoon visuals of Wonderboy would be.
Has this game actually been confirmed for Switch yet?
Their art style would work well with Golden Axe
All of it looks good to me, can't wait to play.
... with the Flash-like art style that just doesn't do the originals full justice at all imo.
This is much closer to how it should look (and this was just an early demo of a fan-made project):
Sorry to the developers in the article above, who I'm sure are hard working and passionate but clearly misguided in their art direction choice for this game, but I'd pay the guy/team who made this demo to make the official game instead.
Because for me personally there's absolutely no point in even bothering remaking or reviving beloved classics like this if you aren't going to do it right. In fact, it's often more damaging than good if you don't absolutely nail it, because in this case with this game it means Sega will now assume it's given fans the game we've been wanting for a long time and we'll likely not see another proper Streets of Rage game for another long time--much like happened with the rather trash and shopped-out Star Fox Zero for example.
Note: It's weird to me, because the character sheets and animated intro look pretty good, although I'm not a fan of the wider/fatter Axel who looks to have let himself go, but the actual game visuals just don't work visually as far as I'm concerned, both characters and backgrounds, at least not as a sequel to this particular beloved and awesome looking game series.
Note 2: And this isn't about retro pixel art and sticking to old things just for the sake of being stubborn, but it is about getting that original art and design nailed now in HD in 2018.
So I say do it right or just leave our nostalgia alone--and at least let us imagine something better.
art style is meh, Must include Yuzo Koshiro music, if that happens then will buy. (maybe)
This is a game i need on the switch
Looks nice but why not use sprites. Then it would be true to the originals. This is what I don’t understand in today’s games. Just think about it sprite games evolved from 2600, C64, Amiga, SNES, Neo. I would love to see a game on switch or PS4 using one hell of a sprite engine. Sprite scaling galore loads of colour, incredible scrolling and more. But no has to use polys or has that flash iOS style visual which practically every indie developer goes for:(
Personally I dont like how SoR 1-3 graphics looks and prefer the more modern character designs and 2D animated style.
Ive never played SoR so I dont have nostalgia for the series so maybe thats why.
One beat-em up game I want to see on the switch is Scott Pilgrim vs. The World. That game was so much fun! Shame you can't find it anywhere.
This looks fun, I'm not into beat em ups, but this looks pretty fun
@Xerocool79 Mystical Ninja was like the Mega Man of Konami games. Konami was just pumping them out, in Japanese only, but then stopped like they stopped most of their franchises.
Just as I think Mega Man 11 was the one new Mega Man game in years? I think the last full game before that might've even been the fan-game Mega Man vs. Street Fighter that Capcom gave endorsement to as a 25th anniversary game in 2012.
@impurekind
I think the new art style looks decent but I do agree that that the fan made game that you showed looks more faithful to the original games, and I would have preferred it too.
@Axelay71 They are using sprites, just not pixel ones.
I would only want them to use pixel sprites again if they were drawing them at proper high resolution but still sticking to the correct look and style of the classic original games. And I actually have no problem with them using smooth HD artwork--it's just that this particular look/style isn't right as far as I'm concerned.
Something like this would be closer to how I'd expect HD versions of the original characters to look if they were done today:
Now a Streets of Rage game with HD pixel art at that level of quality all the way through would be utterly stunning--although a tall order to be fair.
@Ardisan I think you are confusing the pixel look itself, which is merely a technical display limitation of the time, over the actual artistry on show. The art in the original games is just way better--as in I think the artists themselves were actually more talented all-round than in the new game. And it's that classic and lovely art I want here again, whether it be in HD pixels or fully smooth HD images or whatever. But what we have is a kinda Flash looking game with okay art, which doesn't truly capture the look and feel of the original games and isn't quite good enough imo. But, hey, it seems most people are fine with it, so I know I'm gonna lose on this one. It's just a shame most people don't get how much more of a win it would be for us all, even them too, if the art was actually the way I'm suggesting it should be.
I mean, that one fighter character I posted above (from one of the more recent King of Fighters games), when scaled down to the size he would appear in a Streets of Rage type of game (try zooming it down to about 50% on your monitor for example), is just an order of magnitude superior looking to what we're getting in the official SoR4--as any actual talented artist with good taste and an understanding of truly accomplished artistry will 100% agree with.
@impurekind I agree, the art is lacking when compared to the other games. Those images you've posted are closer to what I hoped for, make it a major release and keep it consistent with the original series art style music and everything. Doesn't have to be 16bit pixel art.
@impurekind I think you're right and I already see a lot of people, mostly politely, expressing concern about the art style. From my perspective, the art doesn't work with the property, at least with what little they have shown. First, there are aspects to the style that look more consistent with a lighter tone(like Dragon's Trap). For example, there is the debate on whether Blaze is chunky. I happen to agree that she is, but not chunky as a human woman. She has some exaggerated proportions that don't look right to me and make her look less serious as a character and more cartoonish. Making her more like she was would not make her anorexic, either. With Axel, I like that he's bigger and rougher looking, but the shirt around the waist and the beard-mask on his face look goofy to me. I think he could use a defined mouth. Also, the designs of the enemies shown so far look less serious and more cartoonish as well. Other changes to the characters I like, such as their jackets, and I could think of changes they could make that I wouldn't necessarily mind.
I'm not expecting them to cater to me. They were given the license and it is their game to make. I will see how the game develops and don't intend to make a big deal if it doesn't suit me. I just wanted to try to express my impression with some explanation as to why the early look at this does not work for me so far. Graphics are not everything, but appealing art is important and the style here is in an odd place where I really like some things and really dislike others.
@NintendoFan4Lyf If he does come back to do the music I hope it's more in the vein of Streets of Rage 2 than 3 because... yikes 3's soundtrack is grating.
I find the art style merely okay. The thing I love about Wonder Boy was being able to play with the original sprites. I like that so much better than the hand drawn graphics. I really hope this option is included in the final build of SoR4.
I can't wait. Still shots of this game do it zero justice. They just posted an animated gif on Twitter and it looks amazing in motion.
@nonprophetmusic That's not another jacket. Looks like a flannel shirt tied around his waist. It must be cold out on those streets of rage.
So why was this put on the front page again?
@impurekind I love this art style. This does not animate like most flash games I have seen. Everything looks great so far.
The music in the trailer alone makes me want to get this game and its soundtrack.
Groovy.
Regards to the new Streets of Rage I appreciate what your saying. But have a look at a game called Blazing Chrome due out this year the visuals are beautiful and captures the whole essence of the game it’s clearly copying, the amazing Contra series.
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