Not if you don't like the D&D tint, so Final Fight for me.Quote:
but Golden Axe eats it alive
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Not if you don't like the D&D tint, so Final Fight for me.Quote:
but Golden Axe eats it alive
You know, I assumed Final Fight was 1990 internationally, but now that you've said this, I realize it did come out in 1989 in Japan. So perhaps it would be best if I said NG is the best pre-FF beatemup, since FF is the father of the 90's beatemup anyway and that's really what I meant.That's not a particularly unique style, either. That's how I always played the game (although I still got hit from time to time, heh), that's how I thought everyone played it. I didn't learn until later that a lot of people just tried to punch and kick through it.
Actually, when I said that I had though Final Fight was 89. But checking Wikipedia, it says it was only December 89 in Japan, which means it qualifies for like 3 weeks of the 80s. I think it's most fairly classified as a 90s game. If it's down to Ninja Gaiden and Golden Axe, while I have more fond memories of Gaiden, Golden Axe stands out as the better made game to me.
But I still think of Double Dragon as the definitive 80s beat 'em up if Final Fight is taken out of the equation. Everything was kind of riffing off that at the time.
What was the last Double Dragon game technos was responsible for guys?
Double Dragon Advance on GBA. Coincidentally, the best in the series.
Wow, looks like they are actually sticking right with the original gameplan. The only addition seems to be an ability system similar to the one in All Pro Football 2K8:
http://www.gamespot.com/ds/sports/te...;picks;story;2
Online play would be a clincher. Especially since single-player has always sucked in this series. I'm sure I'm not the only one who doesn't have anyone to play DS games with locally.Quote:
Chances are that, even if you aren't much of a sports-gaming fan, you probably spent some time playing a few quarters of Tecmo Bowl back in the day. As one of the first big sports-gaming franchises, the name alone is enough to spark a sense of nostalgia among gamers of a certain age. Now, Tecmo is looking to take advantage of that legacy fan base with the upcoming Tecmo Bowl Kickoff for the Nintendo DS. We had a chance to see the game for the first time during a Tecmo press event earlier in the week in San Francisco.
Tecmo Bowl is finally returning, this time to the Nintendo DS.
Unlike the more realistic football games that have become the standard over the last few console generations, Tecmo Bowl Kickoff is straight old-school. When you're playing on the field, everything from the play-calling screens (which will let you choose from eight plays on offense or defense) to the player animations look like they're straight out of the original games on the NES and SNES. Among the biggest visual differences are the brief cutscenes that happen during touchdowns, sack celebrations, and field-goal kicks; they're reminiscent of the animation in the old game but obviously don't feature real player likenesses or names.
Easy-to-understand controls are another hallmark of the game; though it does make use of the stylus and touch-screen combination for breaking out of tackles, you can play the game simply with the buttons if you like. The controls still play exactly as you remember them. When running, you can tap the A button to break tackles and, when passing, you cycle through your receivers by pressing one button and then throw the ball by pressing another. Super abilities are another of the switches from the original Tecmo Bowl. Certain players will have access to these special abilities, such as the lightning pass, which we saw during the demo of the game by Tecmo. Some (but not all) special abilities will be user-initiated.
With no NFL or players license, Kickoff will include 32 fictional teams with names like the Baltimore Bulldozers, New England Gunners, Indianapolis Narwhals, the Los Angeles Supercocks, and the Minnesota Yetis. Thanks to some handy, extensive editing tools, there's nothing to keep you from editing those teams into their real-life NFL counterparts. You can edit a bunch of different attributes for teams in the game, including city and name, color scheme for all aspects of your uniform, as well as team logo, playbooks, and individual player names and attributes. Curiously, there's nothing to stop you from taking a custom team and jacking every player's attributes up to the maximum allowable, which we figure everyone will be doing once they start playing against friends.
Fuck yes.
The preview on Joystiq has me a little worried about online play:
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You can change their name, city, nickname, emblem, uniform style & color, and playbook (by choosing four running and four passing plays from the game's presets, which include all of the plays from the original NES title). It's also possible to edit each player's name and stats. We know what you're thinking: "Ah-hah! A way to get around the lack of an NFL license!" Well, technically ... although Tecmo doesn't officially condone it. No, not at all.
It's a little odd that you can ramp all of your players' stats up to 90 out of 100, since it obviously introduces a balance issue with multiplayer. Tecmo simply hopes people abide by an "honor system," with producer Gilbo stating that no "real" Tecmo Bowl fan would ever cheat. We anticipate finding a lot of "fake" Tecmo Bowl fans online.
SUPERCOCKS!!
seriously?? I guess someone hates LA.
Eh, that problem is easily solved by playing league games and friends instead of lobby scum.
So online play is confirmed, then?
Edit: check out that video in the joystick preview.
Looks like they made it so that MIDI metal plays whenever the ball is live or when cutscenes happen.
If only we could get this thing off a handheld and onto Live Arcade or the Virtual Console, it would be sports GOTY, easy. :(Quote:
Originally Posted by wEEman33