![]() The game doesn't look flat, and also it's very legible and playable. The player and enemies are crisp, but they stand out from the backgrounds at all times. They softened background elements to create a sense of depth. And SOR4 is all about those thick black outlines.Ī comparable game that I think handled this surprisingly well is Hollow Knight. Then the other element in art that kills depth and volume is hard outlines. Edges have to be selectively softened if you want any sense of depth. Any good painter knows that total sharpness doesn't look good. So what happened is everything looks like a paper cutout. Then here comes the HD era where the perception is that total sharpness and higher pixel counts equal greater fidelity. ![]() ![]() With 240p games on CRT you had this softening of the image and artists knew how to create pixel art shading that gave objects a sense of volume and backgrounds a sense of depth within those limitations. But honestly there are just very few 2D games done since the HD era began that I think work really well. Maybe for me it was the art, which again had a lot going for it. At the same time something just felt off about it. There was so much it did well, and it's been a long time since a beat em up of that caliber came out. I had such mixed feelings about this game. I stuck with SOR4 long enough to clear arcade mode normal, but yeah it did really start to drag on. Sengoku Strider wrote:What's the most complex beat 'em up out there? I used to really enjoy this genre, but tbh SoR4 has sat half completed for months now, it just felt like it got repetitive. And then, you can try the subsequent titles from the company, they were the last people making these after all. It may not be the most deep (I think something like Alien vs Predator's Kurosawa mode is deeper while not being as complex), but if you want to spend time and time learning new things with every play for a proper clear and don't mind some ugliness here and there, this is the game everybody skips just for these reasons. There're like 30 different items to learn which you must keep and use with a real-time icon-based subsystem, an unparalleled number of bosses, many of them optional, unique enemies for every stage, hidden paths and weapons, five characters to master, hidden combination techniques for simultaneous play. Lose your weapon and good luck with your new set of moves. Use your special moves only if you can keep the ki bar charged up. Time requirements will force you to do with with confidence special attacks which rival KOF's super special moves. The 3 Double Dragon NES Games - $3.50 eachĬheck Oriental Legend for the most complex. Stay Cool Kobayashi - $5.60 (Not a big fan of this one.) ![]() ![]() Unrelated Note: I just saw that the Arc System Works games are on sale on the eShop through 2/25:ĭouble Dragon/Kunio-kun Bundle - $20 (One of my favorite purchases so far) I am definitely still enjoying it though. I should use the special attack more before getting knocked down and eat the health drain that comes with it but a lot of the time I instantly get knocked down or grabbed so it wouldn't matter anyway. I have had several instances of 1 mistake such as "accidentally picking something up instead of punching" costing me 75-100% of my health from the resulting chain of events. I really need to get better at recovering when I either get knocked down or lose containment of the crowds. The game gives out a fair amount of extends but I burn through them pretty quickly, especially in stage 5. Similar to when I was playing it before I am able to get to the last boss on 1 credit but I always end up dying there as by the time I get to him I am down to my last life. Since Super Punch Patrol was brought up I figured I would dive back into it again. ![]()
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