There is something to be said for absolutely nailing you inspiration, capturing everything about the original source. Done right you evoke all the fond memories and nostalgia for the original, but there is every chance youíll take things too far. There was that Psycho remake a decade or so back that was essentially a scene for scene remake. It was fine, well acted, well shot, but it was the same as the original, no one needed it. Double Dragon IV kind of shares the same problem, it feels every inch a lost NES Double Dragon game, but thatís not entirely a good thing
Itís difficult to know where to start critiquing Double Dragon IV, so much of it overlaps, you need certain bits to make the good things good, but they also make the bad things bad. So Iíll start with a word about the PC version in the hope that before we publish this these issues are resolved. In game the PC port runs fine, certainly I canít say I noticed any glaring problems, but getting to the point where you can actually play the game is where Double Dragon IV stumbles. Despite Steam recognising the Playstation 4ís DualShock 4 controller natively, the game throws a fit when you try to use it. Itís an easy enough fix on the consumerís end, if you run a controller emulator to mimic a 360 controller youíll be able to use something with a d-pad worth the name, but you shouldnít have to.
Screen size is another problem. Double Dragon IV boots to a windowed mode, you can press F2 to increase the size of the screen, and you can press Ďalt enterí to force full screen mode, but again you shouldnít have to, and itís an issue that still occurs when playing in steamís big picture mode. Finally, closing the game. Thereís no way to do this with a controller, thereís no option on the game menu, you need to force the shut down yourself. Hopefully all this is an easy fix, but it should have been sorted for launch.
There is some things to like about Double Dragon IV, particularly if you have an affection for the originals. Thereís a plot that might as well not exist for most of us, but it does fit with games from that time, bouncing around all over the place, trying to explain the level designers locations. The backgrounds and characters look suitably 8bit, crisper and a higher resolution certainly, but they definitely look the part. The music too is, to my memory at least, spot on, it feels like it belongs in an old brawler
The problem is that the same can be said for the gameplay. Even compared to the 16-bit era of Streets of Rage 2 and Final Fight Double Dragon IV feels limited. There are a number of moves at your disposal, beyond the basic punches and kicks thereís a headbut, a roundhouse kick and a barwards punch, but theyíre so inneffective that itís hard to see why youíd choose to use them over standard attacks that have more reach and allow you to combo. Thereís no art to it, youíll soon learn to use the more powerful rising attacks when youíve been knocked down, but largely because youíll spend a lot of the game being knocked down. Enemies will break your combo for no reason, and youíll find that the progressive rise in difficulty is really more a case of enemies doing more damage and becoming cheaper, attacking you as you stand up. Which to be fair will have been your tactic throughout the game, so I guess itís only fair. Then thereís the platforming, thereís not loads of it, but none of it is good, itís probably the right thing to break up the gameplay in some way, but not with something worse.
Itís again a callback to those old NES games, back then games were unfair, they were cheap, and you did have to cheese your way through them. I did have some fun with Double Dragon IV, nostalgic fun sure, but that doesnít necessarily invalidate it. You can never shake the feeling though that Arc System Works should have used those old games as a springboard, that sticking so close to them actually hurts this game. Itís not awful, but nowadays it really doesnít hold up