It took twenty-five years, but Streets of Rage 4 finally delivered a cracking sequel to Sega's beloved pugilism series, no small feat given just how many gamers hold the franchise in enormously high regard.
Nintendo Life caught up with the teams at DotEmu, Guard Crush Games and Lizardcube for a little chat. Of rage.
Nintendo Life: Fans had been waiting for a Streets of Rage sequel for over a quarter of a century and after several false starts in previous generations, this year's Streets of Rage 4 finally delivered. How did this project finally get on track?
Cyrille Imbert (DotEmu CEO and executive producer): In the '90s, I was definitely a Sega kid, so my first handheld console was a Game Gear. And when I got that console for Christmas, the first game I managed to get was Streets of Rage. I have very vivid memories of how rebellious I thought this game was and how crazy I was about it.
I told him “For the next project, I would love to try something crazy and do a sequel of Streets of Rage”. At that point he smiled
In 2017, after the success of Wonder Boy: The Dragon’s Trap, I was thinking about working on another SEGA franchise. One night in Paris I was talking with Ben Fiquet, the founder and art director of Lizardcube, the amazing studio behind Dragon's Trap. I told him “For the next project, I would love to try something crazy and do a sequel of Streets of Rage”. At that point he smiled and said, “that sounds like an interesting idea”, then pulled out his phone from his pocket and showed me those beautiful artworks of Axel, Blaze and other iconic characters of the series. This was definitely a sign!
We started to work together on a pitch and I flew directly to Tokyo to meet with SEGA’s team and give it a shot. A couple of months later, we had the final approval and the dream became reality. With that reality came pressure, but so much joy and excitement as well.
Nintendo Life: What was the content of that initial pitch?
Jordi Asensio (Game designer, DotEmu): It was not that elaborate, just a couple of pieces of artwork from Ben Fiquet along with the clear intent to make a true sequel, not just a remake. Also, we stated that we didn’t want to follow any modern gameplay trends; we wanted to stay true to Streets of Rage’s DNA and deliver a classic beat ‘em up experience.
Nintendo Life: Streets of Rage 4 definitely succeeds on that front, but there's also a real feeling of progression. Was there a sense of freedom about how this project was approached or was it tightly overseen by Sega?
Imbert: We had complete creative freedom on the project. SEGA gave us feedback regularly and fortunately, we were always on the same page.
Nintendo Life: What was the "mission statement" for this game? Was there a particular guiding philosophy throughout development?
Beausoleil "bo" Samson-Guillemette (Graphics & tools programmer, Guard Crush Games): For this project, one principle that we held very dear was keeping the iteration time as low as possible. That’s part of why we chose (programming language) C#, because it compiles super fast. Our editor also saves all your changes on disk all the time, so that if it crashes you can relaunch it right away and get back exactly where you were. It also detects every change you made externally and updates the files accordingly. You press “save” in Photoshop and it updates in the game. It’s also why the tools are integrated directly with the game, and there’s no “play/edit” modes, you’re playing the game all the time, with other windows around to edit what you’re playing. We quickly added buttons to slow time down, completely pause the game, or advance step by step. It was very useful to edit hitboxes, but also to tweak AI, collisions and tons of other stuff.
Cyrille Lagarigue (Main programmer, Guard Crush Games): On the gameplay side, basically we wanted to please the fans of the originals, and if possible bring new players to the franchise. So not going too far from the original formula, but still making it more accessible and deep at the same time.
Nintendo Life: Unlike many games of its genre, Streets of Rage 4 feels brilliantly paced; what is the process behind plotting out a side-scrolling beat-'em-up?
We wanted the players to care about their positioning, to use all their moves, and to learn enemy patterns
Asensio: We gave a lot of freedom to the player in term of moves, but we deliberately removed the run and roll features from Streets of Rage 3 from the main characters to make them each feel very different to play. For instance, you can choose the pace you want by selecting the wildly agile Cherry or the powerful but slow Floyd. We also tried to not overwhelm the screen with enemies (five enemies maximum on easy/normal/hard difficulties) so every encounter matters and is memorable. That way you can play the level again and learn how to get better. We tried to have the player’s brain always “on”.
Nintendo Life: The game does seem to get demanding more quickly than its predecessors.
Lagarigue: It was important for us to make the game accessible to as many players as possible. It’s why we put in an easy mode, and why we make you restart at the beginning of a stage when you run out of lives instead of at the beginning of the game, like in previous Streets of Rages. That said, for a beat-'em-up to be interesting, it has to be challenging, or else it’s just a matter of pressing forward and mashing the attack button! We wanted the players to care about their positioning, to use all their moves, and to learn enemy patterns. If you die, you lose less than 10 minutes of progression, and you can learn from your mistakes, so we thought it was a nice way to improve and keep motivated.
Nintendo Life: Outside of the Streets of Rage series, were there any other titles that the team were influenced by?
Lagarigue: At Guard Crush Games, we have always been influenced a lot by Guardian Heroes (Sega Saturn). Its blend of beat-'em-up and fighting game design, branching story paths, and RPG elements convinced us of all the potential side-scrolling beat-'em-ups could have. For Streets of Rage, apart from beat-'em-ups, we were influenced by From Software games, for certain mechanics and how they handle surprises in level design. We were also influenced by design trends in recent indie games like Cuphead.
Nintendo Life: How was it decided which playable characters to include this time around?
Ben Fiquet (Lizardcube CEO, art director): Axel and Blaze, as the iconic duo, were obviously making it back. But we felt – and I think a lot of fans would agree – that the return of Adam was long overdue. Despite being playable in only the first game, he is a major character.
Cherry and Floyd draw their necessity through the gameplay possibility they bring, like the long-range grappling of Floyd’s arms. Since the story is set 10 years from the events of Streets of Rage 3, I couldn’t picture a grown-up Skate coming back with his rollers. Cherry fills the gap as the fast character, but she’s also more aerial. I wanted to give her a gimmick that would set her apart, and I love the grunge feeling coming from a character with a guitar. There was some pushback from the team, but I was pretty adamant about her fighting with a guitar.
Nintendo Life: Far be it from us to sow the seeds of unrest, but were there any other aspects of Streets 4 that inspired that sort of internal debate?
Fiquet: Well, this is inherent to every creative endeavour, especially in this context of three companies working together. Of course there were other internal debates, but not that many to be honest. Everyone had their own speciality, and we were ultimately working together to bring forth the best game we could.
Nintendo Life: Unlockable characters are handled in a very accessible way; what kind of balancing went into this system, and how was it decided which characters would be the "secret" ones?
Asensio: The original pixellated characters were obvious secret characters. We tried to have fun with them and let loose with the balancing, as they are not part of the leaderboards. The unlockable order is just chronological, so you can progress through original Streets of Rage gameplay from 1 to 3 as a mini-history lesson.
We are super happy to see the hype around Estel. She’s a great character and actually inspired by a real french cop
Nintendo Life: We've seen a lot of players lamenting the lack of a playable Estel – that's testament to a character that people really love. Are there any plans for upcoming DLC that you can share, new characters or otherwise?
Imbert: There’s no DLC planned for now, but we’d definitely love to add content to the game if possible. We have many ideas in mind, so stay tuned. We are super happy to see the hype around Estel. She’s a great character and actually inspired by a real french cop!
Fiquet: Yeah, it happened in the summer of 2017. As I walked back to my building, three cops were trying to guess the door code. As I offered my help, I noticed their leader was a strong female officer (which inspired Estel) so I ask what they were coming for. With a grin on her face, she looked at me and said: “We’re here to arrest a guy.” And even though her two male colleagues were ripped, you could tell she was in charge.
Nintendo Life: What were your major inspirations for the look of Streets of Rage 4?
Fiquet: Inspirations are multiple, ranging from video games, comics or iconic over the top '80s movies. It’s difficult to pinpoint specific things; it’s a cumulative dose of influences throughout the years. But one thing in particular is that I wanted to have beautiful animation like you see in Street Fighter III or Garou: Mark of the Wolves.
Nintendo Life: How is the balance achieved between fluid animation and smooth gameplay – how do you avoid "over-animating" the characters?
Fiquet: It’s important to have a snappy response when playing. We made sure that if something was over-animated like a punch taking too long, we would speed up the animation where needed. Also if one of your punches connects, the transition to the next part of the combo is instantaneous.
Nintendo Life: Was the team under any pressure to deliver a sprite-based game along the lines of Sonic Mania? Was this an approach that was ever considered?
Fiquet: Pixel art was never considered, to be honest. It’s not Lizardcube’s strength and we wanted to bring the license forward. With all the hand-drawn art and animation, I think it can reach people outside of the pre-existing fanbase.
Nintendo Life: We couldn't help but notice the "where are my pixels?" graffiti on the window of the arcade...
Fiquet: This little easter egg was put here as a joke because of some hardcore long-time fans shouting really loudly when we revealed the game for the first time. Even if it saddens me that we couldn’t provide the game every Streets of Rage fan wanted, I hope they managed to become comfortable with the look and enjoy their experience.
Nintendo Life: Of course, there are the secret boss battles found by using a tazer on the Bare Knuckle cabinets found throughout the game.
Fiquet: There always have been fun secrets throughout the series. When we knew we could implement the original sprites, we thought it could be a very fun easter egg to have you battle the original bosses as well. I think it also shows some respect to the originals with that little nod.
Nintendo Life: We've got to talk about that soundtrack. While it turned out great, we were disappointed to hear that Hideki Naganuma had to step away from the project due to a schedule clash.
Imbert: Yes, that was really unfortunate, as he is a super talented composer with beats that could have been a great fit for certain parts of the game. We are still in contact, so who knows what the future holds...
We decided early on to divide the work so that the guest composers would do the boss fight themes while I would focus on the music throughout each stage
Nintendo Life: Could you explain the process and challenges of bringing together such an eclectic soundtrack from so many veteran composers and maintaining such a consistent feel?
Olivier Derivière (Main composer): We decided early on to divide the work so that the guest composers would do the boss fight themes while I would focus on the music throughout each stage. This was one of the best decisions we made because each boss has its own personality captured by each guest. It makes the fight unique and therefore memorable, while the level's music is more of a solid and cohesive progression.
Nintendo Life: The "dynamic" music is a wonderful touch.
Derivière: I am happy you’ve noticed it. I am very keen on interactive music. At first, the team wanted to follow what had been done on the previous games which is basically background music playing and looping on a level. I understood that the beat-'em-up genre was very arcade centric and didn’t need a high level of music interactivity. However, a few weeks into the process of composing, I realized how interesting it would be if the music would follow the events of the game – not like a film score, but rather as a song structure. In the end, the way I’ve made the songs was very related to the level design for each moment to be a segment of the song.
Nintendo Life: The original three Streets of Rage games have distinctly different soundtracks – how was it decided which motifs and styles to bring back, which to build on, and which to discard?
Derivière: It was decided that my music shouldn’t relate too much with the previous games because Yuzo Koshiro and Motohiro Kawashima, the original composers, are part of the Streets of Rage 4 composers roster. I wanted to respect the legacy and I’ve followed their vision of using club music; not only from the ’90s but the last 25 years as well. The biggest challenge was to make them sound cohesive, so I twisted each genre to make what I would call "the sound of Streets of Rage 4".
Nintendo Life: How would you define "the sound of Streets of Rage 4"?
Derivière: I think the best way to describe it is “past music with a heavily digital approach.” Digital means that everything is created or processed by a computer. There are two reasons I took this approach. First, I wanted the sound to be very edgy and to feel modern although I’ve used sounds from the past, like 8 bit or 16 bit, to digitally post-process them and give them this extra punch. Second, the plot in the game is about the Y twins taking over the city with the help of robots. The soundtrack includes a lot of robotic elements coupled with the cold synth that capture this intention. In the end, I think the blend between the different genres and the digital colours of the music create a unique soundscape that, I hope, will stick to Streets of Rage 4.
Nintendo Life: You also mentioned the original game's club music legacy – were there any particular artists or genres that inspired elements of the SOR4 soundtrack?
Derivière: Yes! I can start with Dr Dre ("The Streets"), RZA and the Wu-Tang Clan ("Call The Cops"), Skrillex ("The Storm Boat"), Survivors and Justice ("Ghost Fair"), Daft Punk ("The Undergrounds"), AC/DC ("On Fire"), Aphex Twin ("Aphex Train") and many more... I also added so many little easter eggs all along like Samurai Showdown and Segata Sanshiro ("Do Joe") or Kraftwerk ("Lift the Ground").
Nintendo Life: Was there anything significant in production that didn't make the cut and that you can share with our readers?
Samson-Guillemette: We cut some initial ideas for stages. One was a hub where you could do the different rooms out of order. There were some specific things in there with inverted gravity and other stuff. There was also a motorcycle level, just like the one they cut from SOR3. It didn’t go very far before we decided they wouldn’t reach the level of quality we were aiming for. It was a hard decision at the time, but a good one. There’s a reason they cut it in SOR3: it’s too different from the rest of the game to have the same depth, to be as fun. Not counting the amount of work for the specific animations.
Nintendo Life: Do you have your eye on any other classic Sega franchises? Is there another series you'd like to see the SoR4 team take a run at?
Imbert: There are many of them, of course. I think Shinobi or Golden Axe would truly deserve a good sequel.
Comments 39
Great stuff. Brilliant game one of the years best. Xx
Looks like an interesting game, might check it out one day.
It’s an amazing game. I bought it for the Switch and loved it, so I double dipped and got it for my PS4 Pro.
I also hope we will get DLC and more extra playable characters, possibly Shinobi.
Ben Fiquet outdid himself on this one, topping the excellent job done on Wonder Boy.
This is modern Sega to me now: it’s up to the fans of 90’s Sega to renew it. Given the favourable licensing from Sega of late, they must see a path for their legacy in that vein as well.
Possibly one of the best games this year, it’s just so fun to play. I love the originals but there’s some great QoL changes here and an interesting plot for a beat-em-up. They did a brilliant job.
Shinobi and Golden axe... Oh don't tease me!
Amazing game, please... make a Kid Chameleon game and Golden Axe
Such a great game. I've really been enjoying it. Sega needs to continue reviving their old franchises like this.
It really turned out amazing. I would love for them to tackle Golden Axe...I would love to see Tyris Flare get the same love and attention SoR4's Blaze got.
If they revamp Revenge of Shinobi to the same levels of SoR4 (hell, do the whole Shinobi series!) I'll DEFINITELY be purchasing on day one!
After reading that I'm super hopeful now for it! Plus, there's a little graffiti based easter egg image on a pipe in the background of the underground sewer stage, of Joe Musashi adorning his white Revenge of Shinobi ninja threads!
Needs to happen.
It's amazing how they managed to make it feel authentically Streets of Rage, but also as modern as you could possibly get. Shinobi would be good, as it's certainly one of the games truly associated with Sega in the '80s, but there's nothing I'd like more than to see Tyris Flare riding dragons and fighting ogres in a new Golden Axe.
It’s tough but it is my favorite streets of rage yet, just wish we had more of it.
Did not know about using the taser on the arcades. Super glad they let Cherry have her guitar. Thats one thing my buddy and I got a kick out of while playing it. Estel looks like a playable character waiting to happen. Would love the kangaroo. I also love this style of graphics, along with Dragon’s Trap. I’ve always found it brilliant to see good cartooning and animation in a game, and I would love to contribute something like that to a game, myself, someday. While pixel art is valuable and cherished, the 90’s kid in me always said “yeah, when I grow up... video games are gonna look like actual cartoons. You’ll be able to play cartoons.” And it came true! And it makes me happy!
These people deserve an Oscar, or whatever it is you win for being awesome game developers.
The soundtrack is the best of the entire series. I bought the MP3 it's so good. It transcends video game music and is just straight up awesome music.
Golden Axe sequel would be awesome!
Amazing game but in my opinion very short. One hour playing and you probably will beat the game history.
Coming out in physical copy at ebgames in Canada next month!
Love me some physical copies!
And odd that it’s coming to retail when I thought it was only special limited editions....
I never loved the Lizard Cube visual style for this one. I didn't think it was the right fit for Streets of Rage. It worked better for Wonder Boy I thought. It's not that I needed it to be pixel art, but I just never loved the style. With that said, I give them credit for providing those retro filters as an option for general game play. It looks pretty good to me from video, and I'm more likely to play the game as a result.
Awesome interview. I'd love to see them get a crack at Golden Axe
All this time I thought I was the only one who wanted a playable Estel. Glad to see she’s a fan favorite. I rather see her in a full sequel than DLC.
@sdelfin
I think Lizardcube would be the PERFECT choice for a Comix Zone revival. The art is already similar enough.
My favorite game of the year to this point. I wish all characters had a dash ability and that there were a few more levels. Other than that, no complaints.
Favorite game of the year for me as well, alongside the opposite sweetness nature of Animal Crossing. I am still so impressed with how well it turned out. The length is not an issue for me. The previous games were shorter, it’s the nature of the genre. Plenty to love and master here!
If they do Golden Axe I’ll cry.
The game surprisingly grew on me. At first I was like 'meh, okay nothing special' but damn it became addictive. I also love it more now after playing 'The takeover' which feels like a glorified mess (with a good soundtrack) compare to Streets of Rage 4.
Paprium--now that's a cool scrolling beat 'em up that actually looks true to the classic 16-bit titles like Streets of Rage 1/2. It's not perfect but at least it doesn't bug me on the face of it like this "Streets of Rage 4" game does. And yes, I played Streets of Rage 4, and I just wasn't feeling it. One is a fan game that actually looks and feels like something genuinely authentic to that era (because it basically is), and the other is an official first party release that looks like a slightly off fan game made with modern sensibilities but lacking a true understanding of what really made those seminal classics so great and so appealing and so timeless in the first place. No, I'm not saying Streets of Rage 4 was terrible--it was okay--but it's not the Streets of Rage follow up that I think the franchise deserved.
SOR 4 is amazing and currently less than 16 bags on the eshop
@impurekind Paprium is pretty poor if you've actually played it for any time, sure the soundtrack is cool but the animation and actual minute to minute gameplay is beyond average. I think the 7 year wait clouded people’s judgement and they somehow think it’s some kind of masterpiece.....which it isn’t, in reality it’s not even on par with the first SOR on megadrive
@HamatoYoshi I think it's a lot better than you're giving it credit for considering it's a fan game made for a console that is no longer in production and running on specs that are so outdated and limited it's not even funny. What these guys have done here is beyond impressive imo. No fan-made game I've seen in the last X years has reached this level. And sure, it's not perfect, and it's overall not as good as Sega's own first party efforts--but those are first party games! So, yeah, its pretty dang impressive, and not just the game but the entire package, even including the likes of the box and instruction manual and so on. It's just special for what it is. Streets of Rage 4, however, is just another modern kinda Flash-looking--meaning it kinda looks like the half of the art was created in Flash (or some other vector package)--take on a classic that imo does nothing special, doesn't really match or surpass the original classics in so many key areas, and is okay but not what I think this franchise deserved and could have achieved in 2020. I think Streets of Rage 4 has only received the praise it has because standards for games like this really have lowered in recent times and also because most younger gamers these days really have no clue how far stuff like this could be taken if actually pushed properly and think that what we got is "impressive" and visually "lovely", which it's just not as far as I'm concerned.
I was a Sega fanboy in the 90s and Streets of Rage is my favorite series of games from the 16-bit era. Still can't believe we finally got this long overdue sequel.
Love it. Shinobi or golden axe would be awesome next or a Russian attack.
This is my GOTY, tied with Ministry of Broadcast.
Just perfection, and not given enough praise at the end of the year, likely due to it coming out so early in 2020...
@Gamer83 dash would be nice for sure, and some DLC levels has been a dream of mine since day1! If more people intelligently added this to their GOTY lists instead of unworthy (IMO) games like Paper Mario, Pikmin, and some others, maybe it would have seen more attention amd DLC love!!!
Good game. A bit short, but overall a good game.
One of the best games I've played this year.
@MakkaroniOni What is so special, you ask? For starters, that there's nothing clunky about it. It's a near-perfect distillation of the classic tropes of its genre, with enough nuance to make each playable character feel distinct and unique.
@TimboSlice Actually, some people intelligently add both this and the equally great Paper Mario The Origami King and Pikmin 3 to their GOTY lists.
@MakkaroniOni "what is so unique about this beat'em up that others had not?!" The gameplay which, as I said, is anything but clunky. Quite the opposite, in fact. This game is almost like a 2D version of the Bayonetta games: Rich, enjoyable and finely tuned combat mixed with a cartoony/over-the top premise.
Anyway, the fact that you're bringing up "generic story" and "paper-thin characters" as cons against this game, makes me think that this particular genre may not be for you. But hey, to each their own.
@MakkaroniOni Oh, sorry! When you asked "what is so special about this game" I though you were genuinely interested in learning about other people's opinions. My mistake. Now I see you were just looking for a fight. Fine if that's your thing, but I'm not interested in indulging it. Have a nice day.
It has a lot going for it and shows sega still has some superb quality control with some of their brands. I'm glad they didn't let someone throw bland polygons and muddy textures around back in the early downloadable game days.
Fantastic game. I recommend it to anyone who likes beat 'em ups.
@MakkaroniOni "I actually was, but when people tell me that the game genre is nothing for me because I don't see it like they do, I'm not sure how they mean it... in other words excluding others for having a different view."
I said that the beat 'em up genre may not be for you after you devoted 80%-90% of your first reply to complain about the "generic story" and "paper.thin characters", And quite frankly, I can't remember a single beat 'em up that had anything but a generic story and paper-thin characters. Since you had just stated how important a game's story is for you and since you were looking for deep stories and characters in a genre that has rarely if ever provided anything of the sort, I just told you that "this particular genre may not be for you".
"And no, I'm not looking for a fight. I don't even know what makes you think like that"
There are several factors, but let me just quote your previous message:
"to say that this game is like Bayonetta is for me a punch in the face"
You're comparing another person's opinion about a game (let me reiterate: not about you, about a game) to a punch in the face, to a personal attack. Not interested in exchanging punches, sorry.
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