On the graphical side of things, the game is nothing outstanding.
DOUBLE DRAGON NEON CHARACTERS PATCH
Majesco did however state that online capability would be coming in a patch – no release date has been confirmed at this point. This is a very strange move developers often make which can make or break a game for people who would enjoy playing with friends from afar or have no-one locally to play with. Dragon difficulty is quite a step up and will challenge gamers – even those experienced in brawlers – and although I haven’t yet reached Double Dragon difficulty, I imagine the difficulty jump to be much the same as from normal to hard! Another way the game also stays true to old style is that you have a certain amount of lives and once they are extinguished, it’s back to the beginning of the stage, no checkpoints mid-stage.ĭespite being a very co-op friendly game, Double Dragon: Neon doesn’t include an online co-op feature. This was done deliberately as the player is not equipped to take on harder difficulties initially, so must play through the game collecting tapes and upgrading skills which will carry over to the next difficulty, in a ‘new game +’ fashion.ĭifficulty in this game is not for the faint of heart normal difficulty poses more of a challenge than many brawler games, but is still very beatable. Unlike many early brawlers, Double Dragon: Neon locks off the Dragon (hard) and Double Dragon (very hard) difficulties from the start, only allowing you to begin on Normal difficulty. This adds replayability not usually found in brawlers as all of the tapes are in high demand to beat the harder difficulties. Each tape can increase in power as more of the same type of tape is looted up to a max level of 50. The tapes are split into two categories, Sosetsitsu (offensive skills) and Stances (passive skills) with the player being able to equip one from each category at the same time. These tapes can then be equipped to your character providing level-up/skill system. There are tapes that drop as loot from enemies and from chests. Appropriate use of gleam can quickly turn a tough encounter into a simple one - however, the feature takes some practice to know when it’s ‘just’ the right time to evade. Afterwards, your character will have a glowing outline for a few seconds and during this time damage is roughly doubled. To activate gleam you must duck or roll to evade an attack. There is a ‘gleam’ system in place which gives a tactical edge to the melee. The game has inherited the good, the bad and ugly from the older games but still managed to infuse some new gameplay features. With the developers aiming to create a 2012 release that stays true to its roots, don’t expect to see too many new developments. The gameplay is very old skool and could easily be compared to the original Double Dragon games, Final Fight and the Streets of Rage series. Gameplay is the main constituent to a good brawler and Double Dragon: Neon gives a big metaphorical nod of the head to the early days. Humour plays a strong part in every aspect of Double Dragon: NEON and the mockery present is ‘so bad it’s good’ in my book and had me chuckling away as I played. The game then takes a very humorous path with many jokes and references to the 80’s era. The story revolves around the cliché ‘girl gets kidnapped, best go save her’ theme with the Damsel – Marian - being kidnapped by the badass skeleton, Skullmageddon. The result of which is hoped to be a fresh new game which is bursting with old skool flavour! Does it deliver? Can old skool gameplay still make the cut in modern day gaming? Let’s find out! Double Dragon: Neon aims to kick life into the old dog without teaching many new tricks. Its success made it a staple for the future games of the genre, such as Streets of Rage, Final Fight and Golden axe. Originally written by myself for Review complete with images can be found thereĭouble Dragon was one of the first brawler games ever.