IDBTN. That game was a lot of fun once you mastered the duck mechanic. Not enough beat'em ups include parry/catch/etc. mechanics. I really didn't care for the impact delay, though. Made it so that combos that would work on a single enemy might drop on two or more enemies. Really didn't surprise me when Sean Velasco said the "core" team for Double Dragon Neon went on to form Yacht Club Games. Shovel Knight getting knocked back after hitting but not killing an enemy seems in line with a kind of "impact over play flow" line of thinking.
Plus the game gave us a rock opera rendition of Dead or Alive. Can't beat that.



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