Is it too easy to say “for fans of the genre” and move on? Probably.

The pace here might be Final Vendetta’s greatest strength; I think it’s a stage too short (though that might be because at 6 stages, I’m just thinking on how it falls just shy of GoufyGoggs's list) but it puts other titles to shame by being something you can clear in 30 minutes. I imagine it’s a byproduct of having designed the game around the 1CC mentality, so it seems conscious of the fact that you'll be playing through the early stages a lot and that it shouldn’t be something you need to like, plan your day around.

Especially compared to something like Streets of Rage 4, where half-an-hour in you still feel like you’re warming up, this is a huge improvement. Some criticism just falls by the wayside when the game moves this fast; bosses are generally pretty weak, but they do their job as pace-breakers between the rapidly increasing complexity of the standard enemy encounters- really does get into the heart of the action with an appreciated speed.

And speaking of Streets of Rage 4, in looking over interviews with the developers, I haven’t seen any reference to it, but it seems like it was on the mind during development- the big hang-up when I go back to that game is how punitive the scoring system is, where one stray hit can negate your entire combo, and in a game where scoring and survival are so fundamentally linked, makes those innocuous failures seem all the more disastrous. Final Vendetta adopts a pretty similar system, but you’ll only lose your combo if you’re knocked down, making those stray hits far less annoying, and your failures feel more justified; the result of poor positioning or a bad read on your part.

There's a great interaction that capitalizes on this, where you have a dedicated button for attacking enemies on the ground, but those same enemies often have wake-up attacks that can knock you down in turn- so there’s always the temptation to push your luck and go for a bit of extra damage. It all comes together remarkably well, particularly love the mobility options you can use to cover the entire screen, though it did get me thinking more on some of the constraints of the genre.

This applies to beat ‘em ups/belt scrollers more broadly, but Final Vendetta is the most trouble I’ve had with gauging whether or not I was going to be hit by an enemy that was slightly above or below me- StrayCat noted that it could be an issue of layering, and it makes me think that your defensive options are more of a necessity than they might initially appear, giving you enough distance that you’ll unambiguously clear of an enemy attack. The weird lane system of Guardian Heroes also makes a great deal more sense after considering this more, giving you total clarity as to whether or not attacks will connect. The more I get into this genre, the more I become vividly aware of this as an issue: maybe that means we need more deviations like Guardian Heroes or Ninja Warriors, maybe that means that there’s some approach yet to be taken.

(I don’t know, maybe something akin to Natsuki Chronicle’s bullet-trail warnings would help to highlight the range of enemy attacks, though that might veer too much into “red light, green light” combat design.)

Anyway, that’s a lot to place on a single game: intensely scuffed, but the more time I’ve put into it, the more I see the intent and the passion behind it. If we live in a world where something can quietly release that’s this solid, then nature is healing.

///

Stray thoughts:

- Pixel art is nice, but disconnected, like you're fighting the spritesheets from 20 different ArtStation accounts. This is also one of many titles that would benefit hugely from taking place dusk or night- I can't totally get behind a game that's set at 1:00 in the afternoon.

- Enemies are also uncommonly versatile; wait around long enough and they'll toss out a surprise ranged attack or gap-closer. It's a good kit, but I wonder if does make them a little homogeneous with each other, like they all roughly require the same level of prioritization. More research required.

Reviewed on Apr 12, 2023


2 Comments


10 months ago

Well darn, this was a stellar review! Really well put!!

10 months ago

Thank you so much!