![]() Both of you getting murked by on coming traffic because animations take time? Yer god damn right. Literally any of the above happening to you because you didn’t decide immediately what to do in a fraction of a second? Yuperoony. Casually throwing them of a ledge for an insta-kill? Yuuuuup. Losing stamina and they join your gang? Yup. Take the thug’s weapon and use it on them? Yup. A far cry from Final Fight’s ‘I-frames and damage are happening’ Beat Down takes inspiration from Duke’s WWE games, once a grab starts GOD ONLY KNOWS how it’ll end: A standard pile-driver? Yup. What makes this system stand out and not devolve into another button masher is how grabs are used. So what does one do with their fists, which are filled with Vengeance™? Well the game is a Beat ’em Up which consists of two phases, they have no official names so lets call the first one: “I will fight everyone I’ve only had 5 pints” phase, which plays like how you would imagine a 3D Final Fight would and the 2nd phase used for 1 on 1 fights, which we will call the ‘What if Shemnue’s fighting bits were the whole game?’ Phase, on account of it being exactly that. We go from Pinstripe Suit Cripsin Freeman, to Butler Vega, to “I’m from the streets despite dressing like an Otaku Ninja I swear” lady, to Old man sitting on a chair outside a glass window at the top of a multi story building-Man and ending with a Sea Captain who can spawn and endless amount of shotguns, thus resulting in a shotgun samurai duel, as all good Gang Flicks should. Three acts separated by tracking down three dudes and all the dudes who dude about in between. Huge displays of personality shrink down into letting the NPCs monologue for 5 minutes with your chosen character retorting “Well that’s not very good is it?” So it’s safe to assume playthroughs don’t deviate greatly in the story department.īut the rest of the story? Plays out like your very typical Gang Crime flick. But the further into the game you get, the more the characters inexplicably stop engaging with the story. Now I won’t lie, I have not taken five separate plunges into this game to verify that statement especially when stats DO NOT carry over into a second play-through. ![]() They also have their own unique backstory and cut-scenes which lasts them for a whole 2 chapters and then the game gets bored and funnels everyone to one story-line. For example I decided to go with Sweary Wankerboi Raven who had a Hwoarang-esk Spam Kick combo and always carried brass knuckles. These characters deviate with their own signature held item you can start the game with, as well as their own exclusive starting combo. My Irish 3D Final Fight son.īeat Down starts off with introducing our five playable characters, a bunch of little raggamuffins who each embody their own ethnic stereotype! So that’s good init? We have Effeminate European Emo, Suave jive talking cool Black Lady, Sweary Irish Man who calls everyone a Wanker, Literally Barrett and “Step on me please oh god” White Lady! Haha 2005, am I right? What’s that? Capcom are gonna take the Final Fight out of Streetwise? Fuck it, Beat Down’s Final Fight now. I mean hey Those Sonic Men managed to do it with Yakuza, so why not them? What could P oSs IbL y gO w RoN g!?!?īut y’know what? I think the Cavia saw the writing on the wall, cos instead of making a GTA that’ll be doomed out of the gate: They literally just did whatever they wanted. So they decided they’d get Cavia, the future NeiR devs, to just make a GTA that they would own and make ‘All of the possible money’. You see Capcom had a problem San Andreas made a killing in Japan too, but as the publisher they made a ton of money… But they didn’t make the maximum amount of money that’s humanly possible. This is where the story for the game we’ll be looking at today begins: Capcom once decided to publish Grand Theft Auto: San Andreas in Japan, and that’s when all their problems started. We may dismiss publisher attitudes to chase the golden carrot as a recent phenomena: Trying to make the next Forts at Night, but I still remember this attitude all the way back in the PS2 era. ![]() ![]() Sometimes I think in games discourse we have a tendency to forget when certain games incited a movement industry. ![]()
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