Streets of Rage 4

MaxBeta said:
The animation sequences for the characters look really great but from what little they showed of gameplay I honestly think it could look much better for hires stuff. To me it looked like resized and filtered sprites which I find pretty damn ugly.

Also them only showing 2 characters just makes me think that this is probably early into development, so I'll wait.
I agree
 
Roel said:
DintheAbary said:
this idea that it's "nothing like SoR" is kind of ridiculous.

It would certainly be ridiculous, if anyone had made that claim. But it's certainly not what I said. I was solely talking about the the art style, not the game as a whole. How could I - almost nothing is known apart from these few screenshots.

Yes, the art style in all 3 original games is different. That is plain to see. And I always fully expected SOR4 to look different as well, especially with HD graphics. But there were always certain commonalities between them (the vibrancy of the colours, the way contrast is created between foreground and background, the blackness and direction of shadows...) that were not maintained in many of the SOR4 screenshots released so far.

Whether or not one finds this important or even relevant to one's enjoyment of the game is an entirely personal matter. But from both a personal and a professional point of view, I feel that it is something that should have been taken into account.

Other than that I pretty much agree with everything you said.

I wasn't directing it at you but it is something I hear often since the game's been announced. I'm in total agreement here, I just want to see this game in action finally so we can gauge where it's going. It kind of sucks that only some journalists who clearly know jack about the series got to play it so far.
 
DintheAbary said:
I wasn't directing it at you but it is something I hear often since the game's been announced. I'm in total agreement here, I just want to see this game in action finally so we can gauge where it's going. It kind of sucks that only some journalists who clearly know jack about the series got to play it so far.

Ok, thanks for clearing that up!
 
Roel said:
DintheAbary said:
this idea that it's "nothing like SoR" is kind of ridiculous.

It would certainly be ridiculous, if anyone had made that claim. But it's certainly not what I said. I was solely talking about the the art style, not the game as a whole. How could I - almost nothing is known apart from these few screenshots.

Yes, the art style in all 3 original games is different. That is plain to see. And I always fully expected SOR4 to look different as well, especially with HD graphics. But there were always certain commonalities between them (the vibrancy of the colours, the way contrast is created between foreground and background, the blackness and direction of shadows...) that were not maintained in many of the SOR4 screenshots released so far.

Whether or not one finds this important or even relevant to one's enjoyment of the game is an entirely personal matter. But from both a personal and a professional point of view, I feel that it is something that should have been taken into account.

Other than that I pretty much agree with everything you said.

Someone should edit the screenshots to make them look more like how the past 3 games were in some aspects you mentioned.
 
Miru said:
Someone should edit the screenshots to make them look more like how the past 3 games were in some aspects you mentioned.

You know, that's actually the first thing I thought when I saw them. If I weren't already so busy with my own project, I would have done it myself.
 
Some game shots have been revealed here:
https://www.ign.com/articles/2018/12/28/streets-of-rage-4-new-screenshots-revealed-a-ign-first

My thoughts:
1. Presence of Big Ben and Kickboxer so early make me worry about level design. Level design is what makes Streets of Rage 2 better than Capcom beat'm ups. I hope these are only for showing off
2. Two Galsias are shown in the shots, one with default palette while the other with blue hair and yellow jacket. Makes me think there would be Signal, Big Ben and other enemy variations with different palette(s)
3. Juggles! They look lovely! I wonder if there would be air grabs ;D
 
To me, each new update just further cements this as a soulless cash grab.  :(
 
Not bad in motion;
https://assets1.ignimgs.com/2018/12/21/ing-sor4-gif-1545351826464_1280w.gif


But yeah, the game lack details. But still better than those robotic animations that we see on the majority of beat'em ups nowadays.


I'am the hero, Phantom Breaker Battlegrounds overdrive, Icey and Mother russia bleeds are sweet tho.
 
Axel and Blaze idle animations



AxelIdle.gif



BlazeIdle.gif


 
Encouraging but not surprising that it looks great in motion, considering that this is being made by the same people who did the fantastic remake of Wonder Boy: The Dragon's Trap. Though that game largely preserved the mechanics and level design of the Master System original, so it doesn't do anything to address the concerns raised about level design.
 
I know what you mean about bouncy. Particularly about Axel's clothes.

I'm really happy with Blaze design, she still looks cute, but more badass.
With the Jacket she somewhat reminds me of Rogue or something.

-I really can't wait to finally see how many characters are returning/playable
-Who will be the bosses, please not just this Snake girl.
-And particularly about the movelist. I don't know why, but I have this bad feeling that the movelist is certainly really poor, but with some flashy new effects, and systems that will not require sprites.
 
I actually like the turn around back attack idea. That's how default back attacks work in OpenBOR (assuming you use them). There's only one professional game I remember doing that (Knights of The Round), but it worked perfectly.

Still seems like an odd break for SOR, but ehh, whatever.

So far as juggling in beat em' ups is concerned, I've always said I hate it. Not because juggling itself is bad, but because it winds up dominating all other mechanics. It's also a super lazy way to implement a combo system (I'm talking to you Castle Crashers). For juggling to be useful at all, it is almost invariably the only thing that's useful.

I can only recall one beat em' up game that really got juggling right, and that was Aliens vs. Predator. I think it's an easy solve. In my personal projects, you just get diminishing returns - and I don't mean damage. With certain exceptions, normal attacks don't give much lift to a body already in the air, and what lift they do give lessens each time until sooner or later you just can't keep them airborne any more. Of course, if you can find a handy obstacle or wall (a real one), you might be able to extend things a bit more - this includes along the Z plane. Those too give diminishing returns to encourage skill over mashing and keep ground combos viable.

It's not rocket science...

Just my couple of cents.
 
. With certain exceptions, normal attacks don't give much lift to a body already in the air, and what lift they do give lessens each time until sooner or later you just can't keep them airborne any more. Of course, if you can find a handy obstacle or wall (a real one), you might be able to extend things a bit more - this includes along the Z plane. Those too give diminishing returns to encourage skill over mashing and keep ground combos viable.
Nice idea.

I really disagree with that guy on his concerns about shadows, really. He said them to use circular shadows instead of character shadows (like gfx).
 
Damon Caskey said:
I can only recall one beat em' up game that really got juggling right, and that was Aliens vs. Predator. I think it's an easy solve. In my personal projects, you just get diminishing returns - and I don't mean damage. With certain exceptions, normal attacks don't give much lift to a body already in the air, and what lift they do give lessens each time until sooner or later you just can't keep them airborne any more. Of course, if you can find a handy obstacle or wall (a real one), you might be able to extend things a bit more - this includes along the Z plane. Those too give diminishing returns to encourage skill over mashing and keep ground combos viable.

It's not rocket science...

Just my couple of cents.
This is pretty close to what I've done in my mods by adding a low lift value via DropV to normal attacks, due to how easy one could get juggled in Sega Brawlers and like you described, can be pretty cheap.

X)
 
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