![]() But what thrills await those for whom the name comes unburdened with the baggage of reverence? Imagine getting into a fight in a French nightclub, which also happens to be an arcade, in 2002, and you’ll have some idea. And the soundtrack is supplied by original composer Yuzo Koshiro, along with the lively touch of Olivier Deriviere. You can unlock old-fashioned character models, which have a lovely Minecraft crustiness. There are carefully strewn easter eggs throughout-take a taser to one of the arcade cabinets, for instance, and you are jolted back in time to a blurry bonus level. Not that that would stop veteran fans from eating this up. It’s possible that PEGI might have to amend its guidelines to include a “non-edible” warning. The backgrounds are washed and dotted, with discerning care, like the panels of a comic book, and the characters pop in high-fructose hues-cherry reds and sour-lemon yellows. The visuals are hand drawn, and they move like fast-flowing paint. ![]() ![]() The result? The pixels are gone, and the chickens are back. The small French studio made Wonderboy: The Dragon’s Trap, in 2017, a remake of a Master System game from 1989, and its work is defined by a devilish blend of blasphemy and devout faith: the willingness to scrap the past completely and render instead the effect it had on us, the way it made us feel-to give an artist’s impression of the impression, so to speak. It’s been 26 years since Streets of Rage 3, and for publisher and co-developer Dotemu the question is: how do you make a game whose streets appeal to fresh players, while pleasing those who would despair at the most pixel-sized of inauthenticities? One answer is: get Lizardcube to do your artwork. Such low regard for reality only signals a high regard for the ripe oddities of the medium, and anyone acquainted with the Yakuza series (which is essentially what Streets of Rage became), will smile at the sparks that fly as video game rules rage against the machine of recognisable life. Streets of Rage was a side-scrolling beat ’em up, in the mould of Double Dragon and Final Fight, in which you punched rubbish bins to reveal cooked, health-charging chickens and called in rocket launcher support from a squad car. The series was founded on these dream-fuelled principles back in 1991, on the Sega Mega Drive. The graffiti is as bright as blood-of which not a drop is spilled-and the brawlers brawl not for any papery plot but because they simply must. As one of five characters-most of them ex-cops, all of them cartoons-you clatter through the alleyways and slug your way into police precincts heaving with heavy-bellied officers, ready to rumble. Streets of Rage 4 presents us with the same spectacle (albeit not the same city) as it might be seen on Saturday morning, spooned down with pools of sugary milk. With The Warriors, Rockstar gave us a night-bruised New York city-a seamy, spray-can vision of nastiness, lit with achy throbs of neon and sodium. Having played through Streets of Rage 4, I can’t help but wonder: where is all the rage? I only see joy.
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