Friday, 20 June 2025

Fighting Road (NES)


 Something that really interests me in regards to game design is iteration and evolution: adding new ideas to existing concepts, as well as early experimental steps towards what would later become popular genres. Fighting Road represents an attempt to add more complicated storytelling to an early Yie Ar Kung Fu-style fighting game. It feels like such an ecolutionary step towards the style for which SNK would later become known that I even went to check that Takashi Nishiyama wasn't involved in its creation (as far as I can tell, he wasn't).

 


The story told in Fighting Road would fit right into a 1970s kung fu movie: the protagonist goes looking for his brother, fighting various other martial artists along the way, as well as learning that his brother has joined an evil gang. It's told via some great-looking cutscenes that make use of blocks of text and still pixel art. Technological limitations do kind of dampen the excitement in that in the first six stages, you fight three different opponents, as well as recoloured versions of those same opponents meant to represent different characters. To be fair, the characters are big and well-animated for a NES game in 1988, so they probably did take up a lot of space on the cartridge, meaning that a completely new opponent for every stage would have been an expensive prospect, and may even have forced compromises in regards to the cutscene art, which seems like it was probably a big selling point for the game.

 


To make matters worse, as well as repeated opponents, each stage consists of two fights against that stage's foe, which a cutscene in the middle. Clearly, a problem with the game was that the designers had a very specific concept for it, and they were desperately trying to juggle their intentions regarding storytelling, keeping the cost of production down, and ensuring that the game wasn't so short and easy that players finishd it the same day they bought it. But thirty-seven years later, shorn of that context, what you've got in Fighting Road is a conceptually interesting game that's turned out to be more than a little bit boring in practice. 

 


Another problem is that it doesn't really feel good to play. I mentioned before that the animation was surprisingly good, but it's unfortunately too good. There's too many frames for every action you might take, meaning that there's a bit too much of a delay between you pressing the button and your character executing the action. You've also got a pretty big repetiore of moves at your disposal, and most of them are easy enough to figure out, but you've got a power meter that theoretically allows you to fire a projectile attack once it starts flashing. However, even after looking up the command for this attack online, I've not been able to successfully pull it off even once.

 


I really wish I liked Fighting Road more than I do. It's an interesting game that's a few years ahead of its time, but unfortunately those few years do make a difference, and the technology and the concepts in game design just weren't there yet to support the kind of game that it wants to be. I'd say it's worth a look out of curiosity, but not really much more than that.

No comments:

Post a Comment