They are targeting 2020.
To be fair, Shank looks super duper flashy like what most semi sane people consider the look. That and Castle Crasher. There's a certain cheapness to the animation that goes with it. Sor4 has never elicited that reaction with me.I always found that to be a very lazy and reductive criticism for the most part.
They used to say the same thing about the Shank games and Mark of the Ninja and I've always liked their aesthetics.
That's a critical blow if this doesn't have online. Again, I just don't understand this current trend with beat 'em ups and run 'n gunners, when last gen I was playing Castle Crashers, Guardian Heroes HD, Chronicles of Mystara, Metal Slug X, Hard Corps Uprising, Gunstar Heroes, Golden Axe 1-3, and yes, Streets of Rage 1-3 online. I'll take a delay in a heartbeat if that's what's going to take to implement, because I can't comprehend how they can hand-wave such a crucial feature. It's 2020, not 1991, and couch co--op isn't feasible for many of us anymore.Is this going to be Co-op online or just local? :: Streets of Rage 4 General Discussions
Would love to see this online co-opsteamcommunity.com
That's a critical blow if (game A) doesn't have local multiplayer. Again, I just don't understand this current trend with beat 'em ups and run 'n gunners, when (in the past) I was playing Burnout Revenge, Halo 4, Tony Hawk's Pro Skater 4, Need for Speed Hot Pursuit 2, MotorStorm Apocalypse, Killzone 3, Rainbow Six Vegas 2, Uncharted 4, and yes, Red Faction 1 and 2. online. I'll take a delay in a heartbeat if that's what's going to take to implement, because I can't comprehend how they can hand-wave such a crucial feature. It's 2020, not 1991, and online play isn't feasible for many of us (busy people) anymore.
I don't understand your argument, because SoR4 should have both, local and online play. Co-op is the best element of beat 'em ups, so it should never be one or the other, and all those games I mentioned did have both last gen.So, this is backwards to the argument I've made for years. I edited your post to let people know how frustrating it is with the reverse argument.
That's a critical blow if this doesn't have online. Again, I just don't understand this current trend with beat 'em ups and run 'n gunners, when last gen I was playing Castle Crashers, Guardian Heroes HD, Chronicles of Mystara, Metal Slug X, Hard Corps Uprising, Gunstar Heroes, Golden Axe 1-3, and yes, Streets of Rage 1-3 online. I'll take a delay in a heartbeat if that's what's going to take to implement, because I can't comprehend how they can hand-wave such a crucial feature. It's 2020, not 1991, and couch co--op isn't feasible for many of us anymore.
First half of 2020 even.
On PS4 you can use Share Play to overcome this.That's a critical blow if this doesn't have online. Again, I just don't understand this current trend with beat 'em ups and run 'n gunners, when last gen I was playing Castle Crashers, Guardian Heroes HD, Chronicles of Mystara, Metal Slug X, Hard Corps Uprising, Gunstar Heroes, Golden Axe 1-3, and yes, Streets of Rage 1-3 online. I'll take a delay in a heartbeat if that's what's going to take to implement, because I can't comprehend how they can hand-wave such a crucial feature. It's 2020, not 1991, and couch co--op isn't feasible for many of us anymore.
That's a critical blow if this doesn't have online. Again, I just don't understand this current trend with beat 'em ups and run 'n gunners, when last gen I was playing Castle Crashers, Guardian Heroes HD, Chronicles of Mystara, Metal Slug X, Hard Corps Uprising, Gunstar Heroes, Golden Axe 1-3, and yes, Streets of Rage 1-3 online. I'll take a delay in a heartbeat if that's what's going to take to implement, because I can't comprehend how they can hand-wave such a crucial feature. It's 2020, not 1991, and couch co--op isn't feasible for many of us anymore.
The online play in the majority of those games was terrible. Especially the emulated rereleases. Early Sega Vintage SOR2 had an awful case of delay + host advantage problems for player 2, and that was the norm for most of the other games that I tried.That's a critical blow if this doesn't have online. Again, I just don't understand this current trend with beat 'em ups and run 'n gunners, when last gen I was playing Castle Crashers, Guardian Heroes HD, Chronicles of Mystara, Metal Slug X, Hard Corps Uprising, Gunstar Heroes, Golden Axe 1-3, and yes, Streets of Rage 1-3 online. I'll take a delay in a heartbeat if that's what's going to take to implement, because I can't comprehend how they can hand-wave such a crucial feature. It's 2020, not 1991, and couch co--op isn't feasible for many of us anymore.
How much bandwidth does Steam remote play generally require?
Steam Remote Play official page said:You can tune streaming resolution and bitrate for the best experience on your setup with Advanced Settings. Over a 5 GHz network, our target is a resolution of 1080p at 60 frames per second, with good quality for most scenes. If you have a powerful gaming rig, a wired network, and a capable client device, it's possible to stream 4K at 60 FPS.
Yeah I know, but at this rate if it's going for 1st half then it would have to be released by April or May. The last character would have to be announced soon and then they can do a release date.
I'll have to look into it.
The online play in the majority of those games was terrible. Especially the emulated rereleases. Early Sega Vintage SOR2 had an awful case of delay + host advantage problems for player 2, and that was the norm for most of the other games that I tried.
While I'd appreciate it if effort was actually put into fixing online functionality in future releases, I'm also hard-pressed to feel as if anything of value would be lost if they didn't try anything at all.
I think his point wasn't to not have it but that the same argument also happens in reverse where games of previous generations had couch co-op and we've been losing it, slowly, to online only due to various factors.So yeah, I don't understand this need in advocating having less features in a game that should have it. Again, it's 2020, so let's not pretend that having online is an insurmountable hurdle. This series has already provided it before, and since this is supposed to be an official title, SoR4 should offer it as well.
I think his point wasn't to not have it but that the same argument also happens in reverse where games of previous generations had couch co-op and we've been losing it, slowly, to online only due to various factors.
Also, saying "the previous titles had it too" is a bit disingenuous since they didn't have it originally and were never programmed for it. The ports we got with online play in the client were just emulated, not ported, and all of the actual game design and programming had been done. To be frank, adding online play to something isn't as easy a feat as you make it seem to be, especially for a small team like this that is already doing their best to get the game done. TBH, I'd rather they spend their time making it work with as few launch bugs as possible, first. They can probably add an online mode later if they have the resources.
Because it plays like dogshit.I don't see what's so disingenuous about stating how modern releases of SoR have online.
Because it plays like dogshit.
It shouldn't be too much to ask for competent online play, but I'm so jaded at the results to date in the types of games that I play (mostly fighters and retro) that I just don't care about it anymore.
Tossing it out there, the first day of PAX East, I have an appointment to check out SoR4. I have a few things I want to know/find out about, but I'm willing to entertain some other questions on stuff you want to know.
So toss em to me via PM.
Do we know who's doing the music? Any classic SoR track remixes in the new game?
Thanks :)
Will SOR4 have any secrets? (like SOR3's Roo)Tossing it out there, the first day of PAX East, I have an appointment to check out SoR4. I have a few things I want to know/find out about, but I'm willing to entertain some other questions on stuff you want to know.
So toss em to me via PM.
No, it doesn't. Like I wrote, I played SoR a lot online and had a great time. The only complaint I have with the vintage collection was that there didn't seem to be a way to play mania difficulty with your friends, but very hard was good enough since we weren't playing seriously.
Ok? I don't know why you wouldn't want SoR4 to strive for having a competent online mode over not having one at all though. If it turns out mediocre, just ignore it, but I know I'd use it, regardless.
Listen to the video that brought on this update. Take in how much work the game is, and how much they still have left to do. You're DEFINITELY not going to get a release date until they reveal all characters teased on the title screen. You MIGHT get one when the last is revealed, but even that isn't guarenteed.Still no release date? I keep checking everytime this thread is bumped.
There's so much to learn and gleam from that little Documentary. It and the previous ones definitely give some solid insight. The game looks better and better, and I appreciate getting to see how much they actually GET what they're doing.
By now, with the omission of online in SO many games, "indie" or otherwise, it's time we realize some things.
Personally, I wish many gamers would stop being so picky over the details of certain things, and that we could just have "fun" modes and bonuses without them being scrutinized to heck and back. But that's not the world we're in. We live in a world where local co-op doesn't even guarantee that P2 will earn achievements or trophies, or have tracked progress. Where each system has it's own way to define good local MP and basic system options.
- Bad online doesn't profit a product. It's just a temporary bright spot in a products overall life.
- Good online adds less than people expect. With SO many games out now, games don't have profitable player bases just because of good online.
- GREAT online DOES increase a products life. But takes a lot more work, money, planning, and a specific focus.
- Bad online can actively harm a product, and the negative press can keep people from even playing the game itself.
- Online Play and the systems to support (Lobbies, host migration, determining who'se progress to work off of, how to make MP progress connect to SP, etc) CAN be added later.
- Standards have raised for what "Good" online is (heck, they've raised for everything), but the ability for many a dev to add it hasn't. It still takes development money that could be spent elsewhere making the game better.
- "It's 20XX this is inexcusable" means little. If the dev-tools used, the publisher behind it, or the indie making the game don't have a way to do it well and within budget, it still won't happen.
- Games don't just have online added to them on a whim. Consideration for it can be placed at many points or production, and the entire game's set of decisions (stage length, button responsiveness, gameplay mechanics, solidarity of hit / hurt boxes, mini-games, etc) can shift depending on how multiplayer is offered.
- Releasing a game across multiple platforms seems like a much better spending of resources than barebones online.
- Releasing to multiple platforms makes every aspect of development take even more work.
- Releasing multiple SOLID ports is even MORE work.
- Releasing on PC isn't free and easy just because games are developed on them.
- The gold standard of online now-a-days is cross-play. And that takes a whole new set or resources, generally ending with the pub/dev needing to create and maintain an account system to bridge the varied networks under one new banner. This has to be maintained, and whats the future once popularity and attention wane? Do the works still have P2P, or does the entire online infrastructure just die?
My main concern for SOF4 is for it to be a good game on release. That'll help determine how much more can be added and refined. I'm sure they could have made a "cheaper" looking and playing work, and have hit a larger amount of bullet-points, but man am I happy they've aimed for such an often unexplored style, that they're comfortable in developing. East or West, there's not many devs willing to make hand-crafted art like this anymore.
Listen to the video that brought on this update. Take in how much work the game is, and how much they still have left to do. You're DEFINITELY not going to get a release date until they reveal all characters teased on the title screen. You MIGHT get one when the last is revealed, but even that isn't guarenteed.
Looking at the releases of trailers and dotemu docs, it looks like they try not to go any more than 3 months between big news releases. So, maybe within this next 3 month window, we'll get the reveal of a last current character or 2 (which would be shocking), and release?
Frankly, if you think vintage collection SOR2 had acceptable online play, then your standards aren't high enough anyway.
Of course we "should" have competent online play. I'm just not losing any sleep over it, because I do not expect it. And I'm not wasting my time with more trash online implementation in 2020.
I have IRL friends. I participated in (and won) a 16-player SOR2 Duel Mode tournament just a few months ago. I'm good.
You mean like rolling and star blitzes? I've already given up on those since SoR4 seems like it's going to be SoR2 but with a juggle. If Max is the last character, then I'm going to be spamming his slide like crazy.People in here are worrying about online play and I am here worrying about features and gameplay features from previous SoR games.
Same, I'm right there with you an all of those. I'm also really sick with how people like to brush SoR3 under the rug and ignore its gameplay improvements. Remake did what I wanted by building off of it and added loads upon loads of customization and features. Bombergames honestly set the bar way too high.Yes those would be nice but I know they are gonna be gone since there's no running. Gotta be exactly like the only game in the series SoR2. But also unlockables like extra characters, story branching paths, alternate bosses and endings, character specific weapon attacks, police attacks, free meter specials shit man I could go on for days. I just want options. Remake has spoiled me.
The lack of quick movement (other than Skate) in SoR2 was acceptable at the time, but is the biggest gameplay weakness of the game in general. SoR3 addresses that problem in several ways which is why they feel much better to play (even if the musical/graphical aesthetics of SoR2 is at a Hall of Fame level). In fact, I gravitated towards Max in SoR2 I think simply because the recovery of his slide allowed superior movement over the rest of the cast despite him being the slowest walker in the game.You mean like rolling and star blitzes? I've already given up on those since SoR4 seems like it's going to be SoR2 but with a juggle. If Max is the last character, then I'm going to be spamming his slide like crazy.
Yeah, SoR2 is the better package due to superior music and pacing, but gameplay wise, SoR3 does so much to improve upon the formula, which Remake also really takes advantage of. I personally enjoy playing SoR3 on hard even more so than SoR2 on mania because it is so much faster, and I vastly prefer how it handles specials.The lack of quick movement (other than Skate) in SoR2 was acceptable at the time, but is the biggest gameplay weakness of the game in general. SoR3 addresses that problem in several ways which is why they feel much better to play (even if the musical/graphical aesthetics of SoR2 is at a Hall of Fame level). In fact, I gravitated towards Max in SoR2 I think simply because the recovery of his slide allowed superior movement over the rest of the cast despite him being the slowest walker in the game.
Like you, I want Max to be in SoR4 in part to slide around for speed and position if they took generic running out of it.
Well, that's good, though post after these begin to suggest otherwise. I played SORR pretty well too, and I'll never understand how people let unofficial fan works overwrite their love for the originals. It'd be like hating official fighters because Mugen and Everything VS Everything exist... but anywho!Well SoR4 is not going to play better nor have more characters and features than SoR Remake, so my expectations aren't unrealistically high in that regard.
Yeah, but somewhat competent isn't enough to waste money developing anymore. If it was, shoehorned in online with barely a UI would be all the rage. Like, I could agree with your perspective much more, if I didn't live through the XBLA years of "Online that's dead day 2". In those days, I would have preferred the offline multi be a focus, and gotten right. But instead, devs pushed online first, had NO offline, and now, no one remembers them. At least if they got the base game right, locals could still bust the game out on ocassion. Which would open up game jams, lets plays, Co Op GDQ's, and more.Wanting online play though, I absolutely do not see that as being picky, and am flabbergasted with all the excuses that I have been reading. This is NOT a fighting game, and accordingly, I am not demanding a crème de la crème experience, but only that it exist and be be somewhat competent.
Definitely OK with it for the quality on display here. I guess you could say one is a question of talent, one is a question of money. I'll take the talent getting to make their dream work, especially when it aligns with something people want, WAY, WAY before a feature that can be added later on. Especially if all it takes is "toss more guys at it". A solid game can make the money to do these things, as long as the pubs and devs are willing. A crappy game with great online will never get the chance to please either audience.I'm not oblivious to the notion that it takes money and resources to implement online play, but I fundamentally disagree with anyone, and the developers included, if they believe it shouldn't be a high priority. Set aside an appropriate portion of the budget and collaborate with an outside party and have them do it if it's too much for the internal team to handle, but creating a beat 'em up with no online play at all is something I can't believe everyone here is ok with.
This is an enthusiast forum. Or was... at any rate, I think it's fine to expect more than average understanding from a less-dedicated forum. Profit is a concern for anyone that wants to see a series continue. Especially now-a-days where 1 profitable entry can lead to years of growth and support, even on the same release.The primary fun of this genre revolves almost completely around co-op, so as a player, the game having an online mode should be paramount. To put it bluntly, unless you (and I'm speaking in general) are working on the game and profits are your primary concern, I don't know why anyone would be willing to defend this omission.
Again, who needs a sequel? SOR4 could get seasons of Content that lead to it having as many features as SORR, all in one package. As long as Sega and the Devs want it, and see the potential for it.If planning around online play comes at the cost of the visuals being worse, so be it, or at least that's my mindset. Chances are we're not going to get sequels, regardless, so why not hope for the best possible transient experience, especially since this is supposed to mark SoR's official return after more than 25 years? Now if their plan is to add one later, again, I'm fine with that as well.
I think it's the opposite. Not splitting this loving animated, solidly crafted 2D game into pieces to put in online helps them make a better experience. It's the game itself that'll make it last over and over. Look at all the PS3 / XB360 gen BEU's that have online, that no one ever speaks about anymore. Heck, for me, Scott Pilgrim got worse as one was allowed to over-level, whereas I played through Phantom Breaker Battlegrounds many times more, because of it's more enjoyable, balanced gameplay.If we're talking about fun, well, SoR is my favorite video game franchise of all-time, so if this new entry is up to par, I plan on putting it on my permanent rotation like the other 3. With that said, online co-op is a crucial factor in that happening, and I can't see my dream coming into fruition without it. Maybe most of you guys are ok with a one and done experience, but I want to play with all my friends and family over and over again for years to come.
More like "the addition of dash with little else around it, was acceptable at the time." Even SORR gave more worthiness to speed by having stages based on surfing and bike riding. I'd love running if it included a tackle / pounce, the ability to toss enemies (making them run) into walls to stun them, and if they had a use in the "motorbike" fights, so that you could chase the bikers, and take them out before they loop around. But instead we got a game where running was faster than the screen, and the game got to the featured screen at the same time, whether you ran, slid, grand-upper'd, of skate-dashed.The lack of quick movement (other than Skate) in SoR2 was acceptable at the time, but is the biggest gameplay weakness of the game in general. SoR3 addresses that problem in several ways which is why they feel much better to play (even if the musical/graphical aesthetics of SoR2 is at a Hall of Fame level). In fact, I gravitated towards Max in SoR2 I think simply because the recovery of his slide allowed superior movement over the rest of the cast despite him being the slowest walker in the game.
Yeah, a lot of SOR3's additions could have used another pass of refinement and implementation. I like the fact I have more to explore in 3, but 2 is the one I still go back and play, even with 3 available.Mobility options I can take or leave, as long as the pacing of the game is decent and enemy capabilities are balanced around the player's. I feel like a lot of people who give SOR3 props for this don't consider anything beyond the surface. All in all, universal run in SOR3 didn't add anything significant.
For that matter, surface-level SOR3 play feels like wet noodle slapping; all of the oomph has been taken out of the punches.
I liked the more strategic use and allowance of life-draining specials though.
Yeah, I don't expect it to be THAT late in the year, but at the same time... it's easier to wait for games than ever. There's SO much gaming, and one title can offer so much, by constantly evolving and growing. We got at least 1 base character left to add, we WANT Shiva to be playable, we'd love to see a new boss or 2 implemented as playable... Yeah, we'll see how this turns out, lol.Sounds like end of the year then kind of release.....oh well. I got stuff to play while I wait.
Not "only" - "Best". But if you watch the Pax Interview from this year, the Dev there states his favorite is SOR1.Yes those would be nice but I know they are gonna be gone since there's no running. Gotta be exactly like the only game in the series SoR2. But also unlockables like extra characters, story branching paths, alternate bosses and endings, character specific weapon attacks, police attacks, free meter specials shit man I could go on for days. I just want options. Remake has spoiled me.
They made the first one on XBLIG back in 2007, and then released an EX edition in 2015. Given time and money, these guys have more idea of what they're doing than many a BEU dev now-a-days. Same to be said for Lizard Cube and their 2D game animation know-how. Even Nintendo stopped at one Warioland Shake it. Lizard Cube made Dragon's Trap Remake, and then jumped right to making a game with more, bigger characters, more detailed linework, a more ambitious lighting system, and a much, much more involved gameplay basis.Key Features
- Oldschool "go right" beat'em up
- 4 players local Co-op and competitive play
- 24 playable characters
- The depth of a versus fighting game in a side-scrolling beat'em up
- Lots of moves, special moves, furies, cancels, chain combos, air combos, dodge, etc.
- Increase the Security Level to unlock new characters, game modes, and more ...
- Story mode : Hunt the gang leaders in their respective districts
- Alternate Story mode : Build your own gang!
- Versus mode : Free for all and team battle for some multiplayer mayhem
- Survival mode : How long can you survive endless waves of enemies?
- Challenge mode : Try some time attack on special levels
- Featuring a whole new soundtrack by K93 (https://soundcloud.com/streets-of-fu)
- Play with any controller
- Featuring famous youtubers Benzaie, Bob Lennon and Nostalgia Critic
- Featuring fighting games pro gamers Kayane and Ryan Hart
Well, since it never seemed to be posted on this forum, a heads up!
5th Playable character reveal next week (Plus a "little" surprise, maybe). A smaller time between communications this time. Ramping up to a soon-ish release? Guess we'll find out!