Streets of Rage 4 ... IS HERE !!


I had no trouble out of the box with the steam version with the controller support.

Steam has a way to deal with controllers that works without issues for almost all the games in their store, despite model or protocol used.

x360ce in the end works, but must be set to use xinput 1.4
 
Have you tried the SOR1 characters ?
Seems like cheating using them, to compensate for the lack of special moves they overpowered them...also I have the impression that enemies can't escape the SOR1 grabs.
 
Seems to me that Yuzo Koshiro did not well this time... his tracks are no way near at the SOR1/2 level... and are also too repetitive without some kind of perceived melody... :(
the other authors instead did things really interesting with different and unexpected styles... I didn't liked them at the beginning, I found them strange with somehow "unnatural" sounds, but after a bit entered in my head and I can appreciate them even outside the game. :happy:
 
I doubt that, the other tracks have the respective authors name, and he was present for interviews about the game, also the style is somehow recognizable... maybe is just changed over the years...
Code:
https://olivierderiviere.bandcamp.com/track/main-theme-of-streets-of-rage-4

It's also true that many people didn't appreciate the BGM of SOR3... and I'm not one of them, or at least, I find most of the track really catchy, if not awesome... it has 2 or 3 tracks that really seems just a bunch of random sounds anyway...

An interesting fact that I found out while all this "the-new-game-stuff" came out is that I'm one of the few people (if not the only one ???) that thinks that SOR2 is the worst game in the serie... (naturally "worst" is to be intended as "the less awesome")... and that SOR3 is considered the worst (this time for real ?!) :confused:

When I played SOR 1 for the first time I loved everything of it, and when I stepped to SOR 2 it seemed slow, everyone was so big that was removing the visuals, and special moves were useful only to hurt yourself...
SOR 3 instead was FAST, responsive, with a USEFUL way to actually do special moves, and those where also applied to weapons, etc... etc... there was also added some "comic" stuff, and I liked them, it was a game after all, it was for fun.

I find SOR 4 better than the 2 ... but still I don't like very much that specials remove your life... yeah,here you just can punch someone to recover it, but most of the time if I have to use a special it's because I'm actually in fear of die, and i don't want to go near enemies...
there are youtube videos with people that do infinite combos in this game... I still find so unnatural to play like that... for now it's the most difficult SOR I ever played...

My Ranking for playability (including SORR):

1) SORR (Just because the playstyle can be customized)
2) SOR 1
3) SOR 4
4) SOR 3
5) SOR 2

My Ranking for BGM :

1) SOR 2 (SOR 4 - RETRO MODE)
2) SOR 1
3) SOR 3
4) SOR 4

EDIT:
Corrected my classification because SOR 4 actually includes SOR 1/2 tracks
 
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I don't know how the music market works, this is the first time that I browse a music store site, but how does the trademarks (or registered marks or copyrights stuff) works here ?

Try to do a search for "Streets of Rage" on bandcamp.. WTF :confused:

https://bandcamp.com/search?q=streets of rage

there are a lot of songs and albums with the original logo too
 
I did a correction in my SOR music classification, moving SOR 4 at first place when in RETRO MODE (because it literally becomes the sum of the first 2 games).

Also, I add an info that I didn't noticed before: in the video options you can reduce the resolution of the game and activate a CRT filter with the scanlines effect.
It is not a pixel perfect filter, it is just a distortion of the HD graphic to make it seems made for lower resolution, but RETRO characters, that have visible pixels, stays better with this filter because seems more integrated to the background.
The only think that they could have added while they where at it, is the "spherical" distorsion on corners that physical CRT monitors have.
 
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"The Takeover" was on sale on Steam, so, I took it... it was the most discussed spiritual successor to Streets of Rage for a while, and a lot of people was defending it with the teeth during the production of SOR4...

Now that I played it, my appreciation is a little mixed...

First of all, it has a SUPERB introduction (till the initial menu), and a SUPERB graphic (during gameplay), a graphic that I could have really preferred for SOR4...
BUT... it has the "cinematic" for the story that are drawn really bad and extremely too much in a comic book style... I could have accepted them in a game completely in that style, but not in this... really, when you step from a bad comic to a really well made 3D graphic style, seems like you weren't even following the story of this game..

The combat animation aren't so good, they could have added a little more frames, because it is really visible that the moves are "incomplete"... in old games like SOR1/2/3 of Final Fight you just don't mind because is all simple, but here, with explosions so well made, backgrounds so well animated, and a lot of details, it is really visible that movements are not natural.

In SOR4 they added 1 (one) additional button to grab/throw things, and most of the people had to revert to the legacy scheme because it was too much...
In The Takeover the buttons are:
Super, Jump, Punch, Kick, Rage, and Trigger to be pressed while using Punch for shooting... WTF !!

The combo system is the juggling style of keep hitting an enemy in the air, it is a little different than in SOR4, because you have to alternate punch and kicks, but they are somehow similar.

The weapons really SUCK... this was a super letdown for me... I found a pipe !! SUPER COOL !! I got the pipe, and it was too short... shorter than the reach or a kick... and slower... and you can't even grab when you have a weapon in the hand !! You are totally exposed to the ones coming directly from up or down, or too near !!
All the melee weapons works exactly the same !! A sword and a pipe is just different graphic... the only useful thing one could do with them is throw them as fast as possible...
You have guns here, even rifles, but they have the same issues of the melee weapons... you are totally exposed when enemies are near... you can't even kick if you have a rifle... because kick button will throw the rifle away...

All the bosses works exactly at the same way, still graphically are pretty different and well made, but seems like to beat the same boss in every chapter...

The game contains chapters with different mini third person view shooter games, like a chase in a car, or with a jet fighter.

My little comparison chart (1-10):
The TakeoverStreets of Rage 4
Story24
Graphic (Gameplay)11 (really SUPERB)8
Graphic (Story)18
Music87/9
Combat animations49
Controls59
Enemies/Bosses58


iu
 
Streets of Rage 4 is 15% off on the Nintendo eShop right now as part of an indie sale. I'm wondering why they didn't just do 20%, it results in a weird price here. $21.24
 
Time ago they announced "PC discount" but was only for Steam... people with GOG are non happy
 
They announced an instagram page for fan contents (but well... you actually need an account to see the stuff):

For GOG version, still no multiplayer... and nothing was told about that...

But a new mega-patch was announced at least for Steam... because on GOG they never update the changelog and is always difficult to say what version is there...

A new patch for Streets of Rage 4 that brings almost 80 updates, bug fixes and balance changes to the game, all of which were tested by the community itself, is now available!
Our main goals for this update were:
– Online improvements: better fluidity and stability, less latency.
– New online stats display options available on the HUD section.
– Balancing improvements for all main characters.
– Major gameplay improvements for all stages.
– Various bug fixes.
– Fixed rare random crashes.

Details and full gameplay breakdown below:



[GENERAL GAMEPLAY ENHANCEMENTS]


  • Specials and star move can interrupt any hitstun state on ground
  • Specials can interrupt hit freeze
  • Faster jump start for SOR4 characters


[SOR4 CHARACTERS: FIXES AND ENHANCEMENTS]
AXEL SOR4:


  • Faster move speed
  • Better recovery on-air special
  • Added additional invincibility frames on grand upper start-up
  • Added grand upper on the ground (OTG) property
  • Grand upper travels farther
  • Added neutral special OTG property
  • Neutral special has less hit freeze
  • Pipe swing has a less recovery
  • Air special: all hits connect when OTG + ignore weight class
  • Denfsive cost lowered
  • Rescaled damage on grand upper
  • Forward special has a bigger hitbox
  • Buff charge kick wall damage
  • Infinite stun-lock on enemies are removed
  • Special pipe goes farther
  • Better recovery on combo
  • Better damage on normal combo and star move
  • Charge attack goes a little farther
CHERRY SOR4:

  • Cherry can jump cancel after uppercut combo and grab uppercut
  • Added 2 frames stun on punches
  • Flying punch from combo is fully invincible
  • Cherry’s charged flying punch is invincible before hit
  • Full invulnerability during fall is removed
  • Special forward is faster
  • Damage Buff
  • Back throw works in corners
  • Pogo kick can hit OTG
  • Cherry damages are rescaled on normal combo
  • Infinite head stomping fixed
  • Cherry knee loop slightly nerfed
FLOYD SOR4:

  • Floyd’s attack x3 infinite is removed
  • Neutral special life costs adjustment
  • Floyd can no longer reset his grab move counter by jumping
  • Special take less HP
  • Floyd has now a slower animation throwing a butcher knife like all SOR4 characters
BLAZE:

  • Reduced vertical speed on juggle neutral special
  • Reduced vertical speed on juggle back attack
  • Blaze’s back attack has a high bounce
  • Jump cancel on combo kick 1st hit
ADAM:

  • Fixed Infinite loop
  • Added neutral special OTG property


[RETRO CHARACTERS: FIXES AND GAMEPLAY ENHANCEMENTS]
AXEL SOR1:


  • Added invincibility on headbutt
BLAZE SOR1:

  • Hitting behind with flip kick
ADAM SOR1:

  • Combo feels more like the original
  • Added body hit property to his last kick in combo as in original SOR1
  • Infinite fix
AXEL SOR2:

  • Fixed Star Move not recovering green health
MAX SOR2:

  • Atomic drop recovery is now shorter and bigger AOE
SKATE SOR3:

  • Damage nerf on blitz
AXEL SOR3:

  • Infinite removed
  • Increased run speed (+10%)
  • Fixed Star Move not recovering green health
  • Punch range is better
  • Jab recovery is shorter
SHIVA SOR3:

  • Blitz damage nerf
  • Fixed hitbox on Star Move
[BOSS: FIXES AND ENHANCEMENTS]
Diva:


  • Bug fix Diva never going in phase 2.
  • Diva charge is slower.
  • No armor on kicks.
  • Electric area disappears faster.
  • Diva has longer preparation for snake bite.
  • Diva snake bite has less depth.
Commissioner Stage 2:

  • Balancing.
  • Commissioner has longer charge punch time + lower dash grab hitbox.
Estel:

  • Police attacks are easier to dodge.
Barbon:

  • Barbon kicks can hit another player after impact.
Shiva:

  • Smaller hitbox on palm moves.
  • Shiva double has a chance to align with the player (instead of being full random).
Commissioner Stage 7:

  • Fewer armor moves.
Riha & Beyo:

  • Beyo is a little faster.
  • No more armor moves for Beyo.
  • Armor finishes sooner for Riha’s moves.
  • Less fire pond (lesser time and bigger cooldown).
  • Riha fire aoe moves are slower.
Max:

  • Throw aoe damage nerf.
  • Some AI fixes.
  • Can’t combo the player anymore with 3 shoulder tackles.
Ms.Y:

  • Mr.Y is now harder to defeat
  • Elite Shadow reinforcements during the fight.
Mr. Y:

  • MrY stage 11 harder.
  • MrY stage 12 evades more.
Robot:

  • Mr.Y and Ms.Y final fight lasts longer (before the robot appearance)
  • Some robot hitboxes are smaller.
  • Legs positions have changed.
  • Twin getting into the robot regains full life.
  • Additional damages on the robot.
  • Fixed a bug preventing Mr.Y from throwing grenades.
  • Spider robot now has the same attacks in phase 1 & 2.
  • Fix a bug with Ms.Y not grabbing in stage 12 last fight.
STAGES / ENEMIES:

  • Nerfed Galsia weapon hitbox
Stage 9:

  • Apple added in the changing room.
  • Added a roasted chicken.
Stage 12:

  • Less green life at the beginning.
  • Fixed Pheasant and sparrow rising move.
  • Shorter electric vial time.
  • Reduced steam hazards hitbox.
  • Lots of enemies rising armor moves removed/nerfed.
Karate:

  • Longer parry recovery time.
  • Massive punch is easier to dodge
Caramel and Candy:

  • Headbutt nerf: hitbox + hitbox depth nerf.
  • Lower hp.
DIAMOND / palettes:

  • Jump kick track less.
  • Slap is slower.
Dylan:

  • No armor.
Raven / palettes:

  • Slower kicks.
  • Slower knee while rising.
  • Turn towards the target when rising.
Taser Cop:

  • Slower start up.
  • Smaller hitbox height.
  • Less HP.
  • Bronze enemy is not armored anymore during his attack.
  • Donovan and palettes have a slower jab punch.
  • Lower nb of hits to destroy bikes : 3.
Big Ben / Gourmand:

  • Gourmand jump attack tracks less.
  • Gourmand doesn’t do 2 hits anymore with an air attack.
  • Armor removed on Big Ben fire attack.
Elite Cop:

  • Slower shield regeneration.
  • Slower attack.
Boss Rush:

  • Barbon clone bug fixed.
Signal R & D:

  • Faster walk speed before grab.
VARIOUS
  • Deactivated special burst in Battle Mode
  • Enemies hurtbox while jumping on-screen is bigger.
  • You can pick up an item that is in the air if it is in your character height.
  • All characters can hit at point-blank.
  • You cannot charge a move while doing a charged move.
  • Forward specials are not triggered when pressing up or down.
  • Wall bounces increments the combo counter.
  • A character that is in « Body Hit » mode will collide more easily with other characters.
  • Nora palettes aren’t armored anymore.
  • Donovan can hold a hammer.
  • Gold reinforcements on stage 10 boss.
  • Stage 11 more score items on the plane.
  • Stage 12 ninja floor changed a little (removed spike ball, added Big Bens).
  • Faster transition on stage 1_2.
  • Donovan with a hammer on stage 3_1.
  • Boss Rush Mr.Y & Ms.Y robot trigger threshold as in Story Mode.
  • Bikes are now breakable in Stage 6.
  • Walking upward in front of Roo makes spawn 3 vials.
  • Score: combo bonuses don’t have a point limit now.
  • Better reinforcements spawn code preventing some reinforcements from spawning out of bounds.
  • Combo counters stay alive when hitting shields or guards.
  • Falling into holes breaks the combo.
  • Lowered Koobo control weapons number (2 flying at the same time).
  • Fixing Grenade throwers on roff throwing their grenades out of bounds.
  • Damage reduced on players when comboed by enemies.
  • Fixed a bug where you could infinite combo an enemy and refill his life.
  • Fixing pickup bug when several items overlap.
  • Weapons start flashing in red at 1/3 life (instead of 1/2).
  • Sledgehammer freeze reduced a bit.
  • Fixed input bug when canceling blitz by fwd special near a wall.
  • Fixed some scripting issues in the 5-2 bar fight.
  • Better reinforcements spawning.
  • Throwing knives do 36 damage instead of 35 preventing some weird 0hp enemy situations.
  • Some K-washi shield issues fixed.
  • Retro Shiva boss fight reworked.
  • Added 10 frames of stun after vault jump.
  • Pummel moves fix preventing some infinite.


And now a word from our beloved CEO:
“We couldn’t be happier with the reception of Streets of Rage 4. We thank the fans who have supported the game from day one – a lot of the updates in the patch enhance the replay value for folks who have been with us from the start, additional updates are currently in production and we’ll have more to share on that soon.”

We will always be grateful to the community for sharing its feedback since Streets of Rage 4. Even when we don’t reply, we read your comments, your opinion and feedback (no matter if it’s positive or negative)!
 
GOOD NEWS FOR GOG VERSION OWNERS !!

Actually it came silently, as it wasn't advertised at all.

Online games are now possible on GOG version.
Seems like them are limited to the GALAXY client network, as happens for many games.

Now it is possible to start a PUBLIC game, and people can join in.

I find so strange that the addition of a so tremendously criticized missing feature wasn't advertised with a full main page banner !! :confused:

After one of the latest patches (without changelog notes), the Online features appeared in the main menu... also the GOG game page changed, and the very little bottom notes about "no online functionalities" (or something like that) are now substituted with "Galaxy required".
 
LOL !!
The Online Multiplayer on the GOG version was added so silently that there are still people complaining for "this missing functionaly", while it's already present in the game for a while now !! xD
 
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