I feel like this game's whole combat design is better than River City Girls 2 combat, not because of RCG2 faults or anything, but because of how well everything glues together both in a micro and macro scale. It just makes so much sense, polished to a sheen
I disagree. It doesn't have enough complexity to extend combos very long. Girls 2, you can put a lot more together. More to do with a single character in Girls 2. And enemies not having much health doesn't help. This games feels like it missed the mark where Shredder's Revenge did for me.
@@KevTheGalaxybender I get where you're coming from, I'd say that enemy health is something that is integral to what sort of combat you're trying to build. Having more spongy enemies like RCG2 is great for long, intricate combos. But I don't think this game is focused on that! What I see in DDG's combat is an interest in making beat em up gameplay conventions into something more transparent, like -- The crowd control system: 1 - You get food if you purposefully bunch up enemies together and defeat them at the same time. 2 - You only get food if you defeated them with a combo that contained a special move 3 - Your special moves are locked behind a cooldown, BUT you have a large window which you can string together other moves and tag out, then continue your combo with another character's kit -- That's pretty restrictive compared to RCG2, but it shows the player that learning to combo is now a necessity, but all of the tools for that learning are there. The jigsaws fall into place in a clean way, it's good teaching 4 - After all that, crowd controlling your enemies pauses the game to rate your combo and reward you with food. That beautifully pixelated food. Also, I think everything being weighty and slower than RCG2 is to make every movement and attack option be deliberate. There's no spammable s button like in a dodge: jumping has recovery frames that you need to consider, running also. Your best defensive option is to tag out, and that is linked to your gauge, and if you are doing shitty combos that don't crowd control people, you will be meter starved. I think the combo system has its limits, but it's stylish af and it's tightly woven with the other parts of the gameplay.
@Ottrond I get all of that. And that is why the game is lacking. The spongy enemies isn't the issue for me. It's the variety. Just not much. The weighted feel is something that puts me off too. I don't know. I just had a lot more fun with Legend of the Double Dragon. Coming off that game to this was jarring. Looking forward to Ultimate Double Dragon. For a tag beat em up, I'm sticking to Jitsu Squad
@@Ottrond and don't get me wrong. I don't even think it's a bad game. It's pretty good for a beat em up. But I understand that I won't be able to express myself as freely as some other beat em ups. This is one I can definitely enjoy with my wife
to all the classic recreated beat em up games this year this is probably the game i have fun doing some combo unlike street of rage that only limits your combo because its to risky cause special attack cost your hp
You have to position yourself which isn't hard. You can cancel your basic attack into a run and go for a ground bounce on a enemy from the start of the game
Was not interested in this game considering it looks as though the roguelite shit gets in the way so much that little depth was put into the actual punching. This is a little something but not enough to get me to try it.
I feel like this game's whole combat design is better than River City Girls 2 combat, not because of RCG2 faults or anything, but because of how well everything glues together both in a micro and macro scale. It just makes so much sense, polished to a sheen
I disagree. It doesn't have enough complexity to extend combos very long. Girls 2, you can put a lot more together. More to do with a single character in Girls 2. And enemies not having much health doesn't help. This games feels like it missed the mark where Shredder's Revenge did for me.
@@KevTheGalaxybender I get where you're coming from, I'd say that enemy health is something that is integral to what sort of combat you're trying to build. Having more spongy enemies like RCG2 is great for long, intricate combos. But I don't think this game is focused on that!
What I see in DDG's combat is an interest in making beat em up gameplay conventions into something more transparent, like -- The crowd control system:
1 - You get food if you purposefully bunch up enemies together and defeat them at the same time.
2 - You only get food if you defeated them with a combo that contained a special move
3 - Your special moves are locked behind a cooldown, BUT you have a large window which you can string together other moves and tag out, then continue your combo with another character's kit -- That's pretty restrictive compared to RCG2, but it shows the player that learning to combo is now a necessity, but all of the tools for that learning are there. The jigsaws fall into place in a clean way, it's good teaching
4 - After all that, crowd controlling your enemies pauses the game to rate your combo and reward you with food. That beautifully pixelated food.
Also, I think everything being weighty and slower than RCG2 is to make every movement and attack option be deliberate. There's no spammable s button like in a dodge: jumping has recovery frames that you need to consider, running also. Your best defensive option is to tag out, and that is linked to your gauge, and if you are doing shitty combos that don't crowd control people, you will be meter starved.
I think the combo system has its limits, but it's stylish af and it's tightly woven with the other parts of the gameplay.
@Ottrond I get all of that. And that is why the game is lacking. The spongy enemies isn't the issue for me. It's the variety. Just not much. The weighted feel is something that puts me off too. I don't know. I just had a lot more fun with Legend of the Double Dragon. Coming off that game to this was jarring. Looking forward to Ultimate Double Dragon.
For a tag beat em up, I'm sticking to Jitsu Squad
@@Ottrond and don't get me wrong. I don't even think it's a bad game. It's pretty good for a beat em up. But I understand that I won't be able to express myself as freely as some other beat em ups. This is one I can definitely enjoy with my wife
@@KevTheGalaxybender No worries man, you made valid points! What are some other beat em ups that do expression well?
to all the classic recreated beat em up games this year this is probably the game i have fun doing some combo unlike street of rage that only limits your combo because its to risky cause special attack cost your hp
How does it hold up in your opinion? Answer however you’d like, I’m not looking for specifics per se.
It's a decent take on the series. Personally my fav is still super double dragon though. It's a good start though.
@@KusanagiShirousuper double dragon is the one to play in my opinion. The only game on par with streets of rage. Man was that a long game😂.
Do you basically have to position yourself behind the enemy to get the dash juggle combo or is it a perk for speed boost?
You have to position yourself which isn't hard. You can cancel your basic attack into a run and go for a ground bounce on a enemy from the start of the game
U can go behind them or juggle in front of them👍
I own this game , I still dont know how to run lol
R1 dude 😎
Forward - Forward (hold).
Was not interested in this game considering it looks as though the roguelite shit gets in the way so much that little depth was put into the actual punching. This is a little something but not enough to get me to try it.
I hear ya, you get use to it overtime.
Don't worry though, I hear a port of super double dragon coming soon
@@KusanagiShirou I'm waiting for Neon 2. Probably never happening.
@@DragoonCenten sadly doesn't look that way
@@KusanagiShirou thats my favorite verison of Double dragon when I beat it with my mom in 2005 when i was in high-school great memory.