Tag Archives: beat ’em ups

FINAL VENDETTA: What it gets right (and where it misses the mark)

June 2022 was a momentous month for fans of beat ’em up games, with back-to-back releases of two highly anticipated titles: TEENAGE MUTANT NINJA TURTLES: SHREDDER’S REVENGE, and FINAL VENDETTA. While TMNT is understandably getting the lion’s share of attention (and it is a pretty great game!), I’ve found myself far more captivated by FINAL VENDETTA.

Bitmap Bureau’s latest game is a rare modern beat ’em up that’s very explicitly – uncompromisingly, even – designed like a classic arcade game. Lots of games claim to be, but I’ve been very impressed with how well FINAL VENDETTA lives up to this ideal. It’s well paced, controls great, and has a finely tuned and engaging level of challenge.

Overall I’ve really enjoyed the game – I’d say it’s up there with STREETS OF RAGE 4 as a favourite of the genre in recent memory – but it’s not perfect. Here’s my analysis of what I think makes FINAL VENDETTA such a great game – and where I think it’s got some room for improvement.

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So, what makes a good beat ’em up, anyway?

Side-scrolling beat ’em ups have always been near and dear to my heart. It’s one of my absolute favourite genres of games, but also one that’s had some major ups and downs over the decades. Ever since the late ’90s, I feel there’s a fairly pervasive view of beat ’em ups as a “dated” genre; a style of game made obsolete by the transition from arcades to consoles, repetitive quarter-munchers that have no place in the current era – unless wholly reinvented for modern audiences. Personally, I couldn’t disagree with this more!

Rather than beat ’em ups becoming dated, my view is more that the genre really fell off the wagon once people started attempting to “reinvent” it instead of respectfully iterating on it – and it’s only very recently that we’ve started seeing more successful attempts at new takes on the classic template.

While I’m happy to see games like FIGHT’N RAGE and STREETS OF RAGE 4 bucking the trends of the last decade and change, the fact remains that in the eyes of many people – developers and players both – the key to making a good beat ’em up appears to be adding a ton of time-wasting cruft that dilutes the experience. But in my mind, there are simply a number of fundamental design principles that go into a quality, compelling entry in the genre. So as a PSA, here’s my attempt at outlining what makes for a good beat ’em up – or at the very least, some things I’d like to see more of them do well!

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Thoughts on STREETS OF RAGE 4: a brighter future for beat ’em ups?

It’s not a secret that I was looking forward to STREETS OF RAGE 4 with some trepidation after its announcement in 2018. As a huge fan of the series since the first game, having dreamt up my own fantasy sequel(s) for the better part of the last 25 years, the announcement was of course a happy surprise. But on the flipside, between questionable artistic choices and my general lack of faith in reboots of old games, I felt there was a significant risk they’d screw things up.

After trying out a demo build at EGX 2019 I became significantly more optimistic. I did – and still do – have some misgivings about the artistic direction, but going hands-on with the game convinced me that the developers had the right idea where it truly matters: game mechanics, pacing, enemy design – ie “gameplay”.

Now, having had a few months to think about and digest the final game, let me give you my full Thoughts On STREETS OF RAGE 4.

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Pacing, tempo and tedious grinds (or: “Short games are good, actually”)

Although my tastes have evolved and my particular interests have changed over the years, I think it’s fair to say I’ve always had more of an affinity for mechanically driven over narrative driven games. Of course, there have been plenty of story-heavy games which I have fallen in love with in large part due to the writing; THE SECRET OF MONKEY ISLAND kickstarted my passion for point & click adventures as a kid, and in more recent years I have sunk hundreds of hours into the YAKUZA games. And I’d probably be lying if I said the narrative and storytelling of DEAD RISING wasn’t a big reason I fell in love with that game, too.

Still, these examples all feel like outliers to me. If I were to attempt listing the aspects of a game that typically draw me in, I’d say it’d be kind of a toss-up between aesthetics, tone/atmosphere and game mechanics – if I enjoy the narrative it’s still usually secondary to one or all of those. Most of my favourite games or series of games are things like STRIDER HIRYU, VIRTUA FIGHTER, PRINCE OF PERSIA, BAYONETTA, BARE KNUCKLE, etc, etc.

Long story short, I tend to favour short-form, mechanically focused (if not mechanically dense) action games. Games which more or less inherently invite repeated play by making the act of playing the game the goal in itself, as opposed to making it to the end of a journey. This all probably informs my long held hot take: more often than not, games are like, way too long, man.

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