Showing posts with label beat em up. Show all posts
Showing posts with label beat em up. Show all posts

Tuesday, 11 April 2017

Kozure Ookami (Arcade)

So, Lone Wolf and Cub, sometimes known as Babycart or Shogun Assassin, is a very well-known comic and series of movies about a guy named Ogami Itto and his three year old son, who goes around violently killing lots of people. I have to admit that I've never actually read any of the comics or seen any of the movies, but I do know that much about them, but doesn't everyone? This game's a beat em up based on that story.

Obviously, you play as Itto, and you go about with your son in a backpack, slashing lots of guys to death. Though it's a belt scrolling beat em up, in terms of mechanical complexity, it inhabits a kind of middle ground between the simpler single plane beat em ups that came before it, like Spartan X, My Hero, et al., and the more complex belt scrollers that would come later, the Final Fights, the Streets of Rages, and so on. There's no comboing, but you do have a block button, and can perform a couple of different slashes with your sword by holding a direction as you press the attack button.
There's very few power-ups, with the most exciting being the famous babycart itself, which will appear for a short time, giving you increased movement speed and a projectile attack. Interestingly, if you press the block button while the babycart is present, you'll instead dismantle it to create a halberd, giving you slightly greater attack range for a short time instead. I assume there must be some advantage to doing this, though I'm yet to have figured out what. Another one is a little piece of paper (I think?), that does nothing until you collect three, at which point, you're whisked away to a duel mini-game. Be the first to attack after the counter reaches zero, and you cut your opponent down, and get a big points bonus. You don't lose a life if you fail, you just get sent back to the main game without a bonus.

Other than that, the game's structured pretty traditionally: you go along the stages killing enemies until you get to a boss, then you kill the boss and go onto the next stage. Starting with the second stage, though, the game does commit a heinous design crime: there's platform sections, with instant death pits, while you also have to avoid enemies jumping out of the pits and the game doesn't even have a dedicated jump button (you press block and attack together to jump). It's unfair, it's no fun, and it's an awkward break from the constant disembowelling that makes up the rest of the game. I'm not going to say it totally ruins the experience, but it's definitely a significant detractor.

That one big flaw aside, though, Kozure Ookami is still a pretty great game, and it does an especially good job creating a mood and forging its own identity through the way it looks and sounds. I'd say it's definitely worth a look.

Sunday, 19 February 2017

Crows The Battle Action (Saturn)

It's an odd coincidence that there's two very rare Saturn games that are both beat em ups, both licenced from long-running non-game franchises that are associated with specific subcultures and they both have the word "crow" in their titles. Anyway, the awfulness of The Crow: City of Angels is a well-known matter of public record, but how does the other crowgame fare?

WEll, it's pretty good. You control your delinquent of choice, and beat up other delinquents, as well as yakuza members and what appear to be military-themed goons. The stages are surprisingly short, being only a couple of minutes long each, and mostly ending without bossfights, which tend to be relegated to their own seperate stages. Though the game looks nice, with well-animated sprites (even though they're super deformed, which doesn't really fit with the gritty image the game's trying to put across), the most interesting thing about Crows is how it plays, and the ways in which it's just a little bit unoriginal.

The first impression you'll get from playing is that it's a lot like River City Ransom/Downtown Nekketsu Monogatari. You have seperate buttons for punch and kick, and they don't really chain together well, and when you pick up weapons, punch swings the weapon, while kick throws it. So that's suspiciously similar to RCR, especially when you throw in the fact that it's a game about big-headed juvenile delinquents, right? The difference is that Crows uses every button on the Saturn controller (or at least, it has things assigned to all of them). There's buttons for quickly sliding across the  floor, taunting your opponents, blocking, and the shoulder buttons each have customisable combos assigned to them (which reduce your health at such a huge amount that they're rendered totally useless). Mostly, though, you can get by with just punches, kicks and weapon attacks.

It might sound like I don't like this game, but that's not true. It's a pretty good game, it's inoffensive to play, the problem is that it feels a little soulless, like it's just ticking boxes and passing time. Even most of the aforementioned controls feel like they're just there because the developers felt like they needed to use every button. I think the main reason Crows gets by is because the late 90s were an incredibly lean time for beat em ups as a genre, and as a result, there's very few of them on the Saturn, meaning that an okay beat em up gets elevated to being a pretty good one, just by virtue of its lack of competition. But obviously, in this day and age, none of that actually matters, since anyone with a computer can play pretty much any game on any system up to about ten years ago.

So yeah, Crows The Battle Action is an okay game, and it's definitely a lot better than The Crow: City of Angels. Don't pay the crazy prices it fetches online nowadays, though. Obviously.

Saturday, 7 January 2017

Annet Futatabi (Mega CD)

For some reason, Wolf Team were very prolific on the Mega CD, whether they were porting other companies games, like Road Avenger and Thunderstorm FX, or making their own stuff, like this game. Annet Futatabi is the third part of a trilogy that also includes the Mega Drive games Earnest Evans and El Viento. Unlike those games, though, it's not a platformer, but a belt-scrolling beat em up, one of very few Mega CD beat em ups that aren't arcade ports.

As a Japanese Mega CD title, it's pretty much par for the course: it's an action game of the sort that the base Mega Drive could have played host to, but with the addition of CD audio, full screen animated cutscenes (in the "animated pixel art" non-FMV style I've spoken of in  a few other reviews, most notably the Saturn game Dinosaur Island) and voice acting. And all of those things are great! The cutscenes are very reminiscent of 80s/early 90s period-adventure anime, like The Secret of Blue Water, and so on. There's even a nice anime-style intro, complete with vocal theme song!

Of course, great presentation is something of a common theme throughout Wolf Team's games, especially when they're working on CD-based systems. Unfortunately, another running theme is "almost greatness", and Annet Futatabi is no exception. It has all the ingredients for being an unsung classic of the system (and, to be honest, most of the system's classics can be considered unsung, thanks to the received opinion that "the Mega CD was worthless"): it's a fairly nice-looking beat em up, with a cool setting, a female lead and great presentation, plus it's a system exclusive. You can probably guess from the tone of this paragraph so far that it doesn't quite work out like that, though.

And you'd be right to guess that! Though there are some nice little things about how the game plays: the fact that you can run in eight directions, and that you do have a moderately sizable moelist, it all falls apart due to how unfair the difficulty is. Firstly, when enemies attack, their hitbox seems to be bigger than their entire sprite, not just the part of them that's attacking, and it seems to still be in effect for a few frames after the attack animation's finished. So for anyone used to more competently-constructed beat em ups, who might instinctively go in for a throw or combo as soon as an enemy's attack finishes will have to counterintuitively learn to wait a little, slowing the game down and ruining the flow. There's also the fact that you have a big bomb attack that recharges over time, so it can be used multiple times over the course of a single stage. The problem is that when the stage's boss appears, your bomb attack disappears and you can't use it. This just makes no sense at all! I can't imagine what they were thinking when they made that decision, especially due to the fact that bosses suffer (or rather, they benefit?) from the "giant attack hitbox problem just as much as the regular enemies, and they're a lot bigger than normal enemies already.

I really wanted to like this game, and I tried to get some kind of joy from it, but it's just an awkward, frustrating slog. When I got to the third stage, an underground ancient temple full of robots with ranged attacks and the ability to turn invincible without warning, I gave up on it. It's a shame.

Sunday, 18 September 2016

Edono Kiba (SNES)

If you're of a certain age, you might remember the days when the only Japanese cartoons being released in the UK were what were sometimes called "beer and curry videos," which were mainly 80s and early 90s OAV with lots of sex and violence, and lots of gratuitous swearing added in the English dub, and a lot of these OAVs were set in cyberpunk dystopias, with lots of evil robots killing people and slightly less evil robots also killing people, but sometimes killing the evil robots as well. Anyway, Edono Kiba, aesthetically, owes a lot to those old OAVs (though I guess they'd be fairly contemporous when it came out), but with the sex and violence.

It's a beat em up in which you play as a constantly-running (or walking, or riding a flying surfboard, depending on the stage) robot, who travels through a futuristic city killing lots of evil robots. the constant movement does make one common beat em up bugbear irrelevant: the old "stay in one place until you beat up enough enemies" gimmick, as it keeps the stage constantly scrolling and enemies either come zooming in from ahead or behind you, or they jump in from the background. The downside is that though the stage is constantly scrolling, it still looks a bit silly when your character is staying on the same spot of the screen, apparently walking or running in place. Almost all of the enemies are one hit kills, too, which also helps give the game a fast pace.

There's a much bigger downside to the constant movement thing, though: as the stage keeps moving in one direction, and your character has no animations for running backwards, you can only face right. This is bad for two reasons: the first, and most obvious, is that you can also only attack in one direction, making combat with enemies coming from behind awkward and annoying, as you wait for them to pass you before you can strike. The other problem is that it makes the game feel very cheaply made, like it wasn't totally finished. I mean obviously, it's done as part of the game's whole fast paced, always moving forward thing, but even with that in mind, it still feels off.

Edono Kiba isn't a bad game, it looks great and it's a decent enough way to pass half an hour or so. But it's no classic, and the SNES has many other, better beat em ups you should play before you get to this one. And if you really want a grim cyberpunk SNES action game, you'd be better off going for Hagane.

Friday, 29 July 2016

Renny Blaster (PC Engine)

1995 seems like an absurdly late time to be releasing not only a single plane beat em up, but also a PC Engine game (I know there were still PCE games coming out for a couple more years after this, but the system's heyday was definitely long behind it by now), but Renny Blaster clearly sought to add a little sophistication to the genre, both mechanically and aesthetically.


In terms of aesthetic theming, it doesn't really do anything that hasn't been done before, as the game follows two snappily-dressed modern-day action exorcists, Fujiro the martial artist, and Seishiro the mage as they travel the world fighting demons, monsters and evil humans perfomring dark deeds with the dark arts. The difference is how Renny Blaster does these things: obviously, there's still going to be a bit of cheesy B-movie shlock, but it's mixed in with a bit of slightly classier horror-occult-noir that lifts it above the likes of Splatterhouse and Night Slashers in the sophistication stakes (not that I don't love those other games dearly, of course). It's hard to pinpoint why, exactly, but there's just something in the combination of colour palettes, stage settings, the way the main characters are dressed (more like characters from a Hong Kong action movie than a TV anime) and the voice acted conversations before each boss fight that makes the game feel a little more "adult" than its peers.


Mechanically, this is easily one of the most complex single plane beat em ups that I've ever played. Both of the characters have their own movesets, with moves performed by holding directions and attacking, jumping and attacking, and jumping and holding directions while attacks. There's also running attacks, and special attacks performed by holding the attack button for different lengths of time. Furthermore, it's possible to unlock more of these special attacks by finding items around the stages (move scrolls for Fujiro and spellbooks for Seishiro), and you can change which moves are equipped between stages (though all the move names are in Japanese, so if you can't read it, there's going to be a bit of guesswork involved, unfortunately). Considering this is a genre that's usually built around simplicity with maybe one special gimmick available to the player, Renny Blaster stands head and shoulders above its genremates in terms of complexity.


Of course, I wouldn't be so stupid as to automatically equate complexity with quality (or, for that matter, simplicity with inferiority), so is Renny Blaster actually good? Yes, it's great! I wouldn't go as far as to say it's the best in the genre, but it's up there with the likes of the Mega Drive port of Altered Beast and the original arcade version of My Hero (I'm not being sarcastic, by the way: Altered Beast MD is a great game, that's been given a much worse deal than it deserves over the years). 


It's definitely worth emulating Renny Blaster, at the very least. Since it's such a late release in the PC Engine's life, I'll assume getting a legitimate copy is for eccentric millionaires only, though I think there was a semi-official reprint a couple of years ago? I'm not sure. Anyway, it's a great game. Play it.

Wednesday, 8 June 2016

Spartan X 2 (NES)

The original Spartan X (also known as Kung Fu Master and just Kung Fu) was an iconic and highly influential game early in the mid-80s. Though it spawned many imitators on pretty much every system popular in Japan at the time (including an old Lunatic Obscurity subject, Dragon Wang), though oddly, it never got a sequel until more than half a decade later, and that sequel never got released outside Japan, nor did it even come close to becoming as iconic as its predecessor.

There's a few reasons for this: Spartan X, while not the first beat em up, was a fairly early entry into the genre, and brought with it simple, fun mechanics and beautifully simple graphics that made great use of chunky sprites and limited colour palletes to depict a classic kung fu cinema-inspired setting. Where Spartan X 2 falls short is that it keeps the simple mechanics, despite the fact that 6 years had passed, and in those six years, the likes of Final Fight and Nekketsu Kunio Kouha-kun (among others) had totally revolutionised the genre, making Spartan X 2's single plane stages and one-hit enemies look old hat by comparision. That's not to say that the single plane beat em up was totally obsolete: 1988's Altered Beast, for example became an icon of its era by adding all kinds of new gimmicks and mechanics onto the idea (and by being a prominent Mega Drive launch title too, no doubt).

Mechanics aside, Spartan X 2 also suffers through its setting and graphics. Gone are the simple, bright sprites of the original, as well as its chinese setting. It's hard to blame the devs for making things look more detailed and up-to-date, but the real sticker is the new setting, having the game take place in a modern-day world filled with crime and violence, just like dozens of other beat em ups and other action games that had been released in the interim years since the original game.

So, if we overlook the ways in which it fails to be a "worthy" sequel to the original, is Spartan X 2 a good game? I can honestly say it's not a bad game, at least. It's decently fun to play, it looks and sounds al right, and it doesn't feel unfair or annoying at any point. The problem is it's not particularly anything special, either. It really is just another one of many, many beat em ups that's not particularly remarkable in any way. It also has the problem that it's far too easy: you can take a lot of beatings and strangulation before losing a life, and extra lives are given out at every 20,000 points (which happens at least once per stage). There's also the bizarre fact that you gain points while enemies are strangling you, which makes no sense to me at all, either thematically or mechanically.

If you happen find a copy of the Famicom cartridge for a (very) low price, Spartan X 2 is a fun game to add to your collection, but otherwise, it's not really good or interesting enough to go out of your way to acquire.

Friday, 13 May 2016

Doman (Amiga)

Round about the mid-90s, though most people had cast the Amiga into the past, never to be thought of ahain, there was still enough of a following for the system that commercial game releases were still coming (and, in fact, would continue until at least the early 00s). It's in the mid-90s that a small Polish developer, named World Software, released a few belt-scrolling beam em ups, that would become infamous for their grim settings and gratuitous violence. Doman is one of those games.

I can't tell you anything about the plot, as obviously, all the game's text is in Polish. But I can tell you that it's set in a dark, bleak world of medieval fantasy, where the background has giant black mountains and foreboding forests, while the foreground has impoverished villages where all the inhabitants are hung up, or beheaded, or generally suffering some kind of severe misfortune. You play as one of two absurdly muscular barbarians, one with dark hair and a sword, the other with blonde hair, a beard and an axe. You walk from left to right, violently murderering groups of soldiers, orcs, wizards, demons, archers, and so on.

Despite coming out as late as 1994, it doesn't have any option (as far as I can tell) to use two-button controllers, nor does it have the typical beat em up combo system. Instead, you can perform different attacks by holding the fire button and pressing different directions. The most effective strategy is to rely on the attacks assigned to up and down. The up attack knocks enemies to the ground, allowing you to pummel whoever's standing with the down attack, which is pretty good for attack power, range and speed. When the downed enemy starts to get up, knock the current guy down and switch targets.

The structure is pretty strange: the first time I played, I though I was just doing really badly, and failing to get past an incredibly long first stage. After getting a game over and seeing the high score table, I realised I was wrong: the scores are just a simple percentage, which I assume is how far you made it through the game. So that's pretty interesting, the game being one long stage, right? There is one bad thing about the game, though: there's a lot of loading. It stops to load every time you walk a screen's distance, it stops to load whenever a group of enemies appear, and the load times at the start of the game, and between games are very long. Also, if you plan on playing it on real hardware, it comes on five disks, which will be an immense pain if you only have one disk drive.

Doman isn't a bad game. It can seem unfairly hard at first, but once you've got a hang of how the combat works, it gets a lot more manageable. Obviously, there's many, much better beat em ups on consoles and in arcades, but as far as they go on the Amiga, it's easily the best I've ever played. Plus, there's a little bit of novelty in playing an arcade-style game that comes from Poland, when in recent years, eastern Europe is probably more known for PC games, first person shooters, and so on.

Wednesday, 4 May 2016

Demon Chaos (PS2)

When Dynasty Warriors 2/Shin Sangoku Musou came out back in 2000, it wowed everyone with it's hge battlefields filled with dozens of enemies. As that series has gone on, the amount of enemies on the battlefield, as well as the amount of enemies appearing onscreen at a time have both increased. But even now, after tons of sequels, spin-offs and licenced tie-ins, none of Koei's games have been able to match the sheer number of enemies displayed in this PS2 game from 2005.

Developed by Genki and published outside of Japan by Konami, Demon Chaos (also known as Ikusa Gami) sees the player controlling a big, burly lion-man samurai, somewhat reminiscent of the 1970s tokusatsu series Taiketsu Lion Maru. They're tasked with saving feudal Japan from hordes of spider-like demons that are spewing forth from giant red gems called blood crystals. At first glance, it all looks like a fairly standard Dynasty Warriors clone, albiet with a fantasy coat of paint, and few more on-screen enemies.

As you progress through the first cople of stages, however, things start to change a little. Firstly, you'll become a leader of men, having huge armies of human soldiers following in your wake. These soldiers are obviously a lot weaker than the player character, though you have to rely on them to destroy the blood crystals, which are unaffected by your own attacks. Secondly, you gain the ability to order your soldiers to build magic pillars. These pillars have various uses: healing soldiers that are near them, firing arrows at nearby demons, and destroying nearby enemy structures (including blood crystals).

The fact that your entire army follows you directly, and that you need them to build pillars gives the player more a feeling of responsibility when it comes to keeping them alive, compared to the Dynasty Warriors games, where you barely interact with your underlings, and their lives are of no consequence to you. I guess it also helps that there are constant on-screen trackers telling you exactly how many soldiers you have left alive.

There's more interesting things to be said regarding the pillars, too. As well as the main effects they carry, having them built is also the best way to fill up your power meter, which allows you to perform special moves and activate your "spirit release" ability, which essentialy turns you into a destructive force of nature ntil it runs out. There's also the whole "earth force" mechanic relating to the pillars too: as you walk around, you'll see ripples of energy at your feet. These ripples represent the earth energy, kind of like ley lines, and the more ripples there are in an area, the stronger pillars built there will be.

Now, the enemy count. It's insane. Only a couple of stages in, and you'll be killing hundreds of enemies in the opening skirmish, and thousands by the end of the stage. On top of this, you'll also have hundreds of your allies fllowing you around too, so there's always a sense of the battles taking place on a grand scale. Taking this to its absurd extremes is an extra mode aside from the main game called Massacre mode, which places the player alone in a flat, featureless field with 65535 enemies, where they have to attempt to kill as many as they can in 3 minutes.

Although the whole battlefield action genre has an (unfair) reputation for all being identical, boring and repetitive, Demon Chaos is a game that definitely does enough to stand out from the crown, both in its mechanics, and in the sheer spectacle of its battles. It's odd that no-one (as far as I know) has ever tried to match or even top the scale of the battles in this game, especially considering that it came out over a decade ago, and there's been two rounds of more powerful consoles since then.

Friday, 26 February 2016

He Jin Zhuang Bei II (Game Boy Color)

I don't know what the title means, or if there's actually a  He Jin Zhuang Bei I, but what I do know is that this is an unlicensed beat em up themed around the Metal Gear Solid games. Despite it's worldwide popularity, Metal Gear Solid doesn't seem to have inspired many pirate games, compared to the likes of Street Fighter or Dynasty Warriors. In fact, before this game, the only previous MGS Pirate I'd seen was a Russian Mega Drive pirate, that was just a quick hack of Crack Down with only the title screen changed.

The game starts with a codec conversation (in Chinese) between Snake, Mei Ling and the Colonel, before dumping you on an RPG-esque map screen. From this map, there are two stages the player can visit, in whatever order they like. There's an incredibly tedious bridge stage, that feels like it goes on forever, and sees Snake fight various kinds of soldiers and also what appear to be martial artists dressed in raggedy jester costumes with sacks on their heads. The other's a kind of warehouse district that doesn't have the jesters, though it does end with a boss fight against a big robot, that towers over Snake (who himself must be about seven feet tall, being significantly taller than most of the human enemy types). I dont know if there's some kind of copy protection that hasn't been cracked, or if there's some I was meant to do but never knew about because I can't read any of the text, but after completing these two stages, I could only play them again, the game didn't open up anything new.

Mechanically, it's very mediocre. Like a lot of other unlicensed GBC beat em ups (especially the many Dynasty Warriors games, and Final Fantasy X: Fantasy War), it has a levelling up system, and for the first few levels of experience, you do very little damage to enemies and every fight is a boring slog. You have a button to attack (doing Snake's punch-punch-kick combo from Metal Gear Solid!) and another to jump. Pressing them together performs a gun attack that drains your health and hardly ever hits, so don't bother with it. Other than that, there's really nothing about the way He Jin Zhuang Bei II plays that's particularly uniue or interesting.

Unless you're a rabid obsessive for either unlicensed games or Metal Gear Solid, there's unfortunately not really much to recommend about He Jin Zhuan Bei II, the various Dynasty Warriors GBC bootlegs are mostly better than it, and it definitely doesn't hold a torch to the excellent School Fighter.

Saturday, 16 January 2016

School Fighter (Game Boy Color)

So, for years this unlicenced Chinese game has been sitting in the Game Boy Color romsets, mocking us all with the promise of educational pugilism. Booting the rom would let the inquisitive player see the intro and title screen, but nothing more. Until, that is, earlier this week, when long-time friend and ally of this blog Takashi partially cracked School Fighter's copy protection. Only the first two stages are playable, but that lets us see the game in action, and get a good grip on its mechanics and design.

So what's it like? It's a single-plane beat em up, with some occasional platform elements, and it's clearly heavily influenced, both aesthetically and mechanically by SNK's King of Fighters games and by Technos' Kunio-kun games. The plot, as far as I can tell (there's no text in the intro, and if there was, it'd be in Chinese, and I wouldn't be able to read it anyway), is that all the school's sports teams have been taken over and corrupted by appropriately-themed monsters. So in the first stage, you fight baseball monsters, the second has volleyball monsters, and the title card for the third stage promises judo monsters. Judging by the number of monsters that appear in the intro, it looks like there's six stages in total, with boxing, kendo and a final stage lying in wait.

You get three characters to choose from, though as far as I can tell, the only differences are aesthetic: a girl, a boy, and Gowin's dinosaur mascot, who for this game is cosplaying as Kyo Kusanagi. The game manages to get a lot of different actions from the GBC's d-pad and two buttons, too. A and B are punch and kick (though oddly, the girl's standing kick is a crouching punch, albeit a different-looking one than her actual crouching punch), and pressing the two together jumps. The d-pad works mostly as you'd expect: you walk left and right, and press down to crouch, but this is where the mechanical influence of The King of Fighters comes in: pressing up performs a very KOF-esque dodge move, and double-tapping left or right performs a short dash. Furthermore, you can jump while dashing to go further and higher.

The three characters, while they play identically, as I already mentioned, they do each have their own personalities, the male character especially. They really went all out to make him look like a tough Bancho (yeah, though it's a Chinese game, it does seem to be heavily influenced by Japanese high school culture). He walks with his hands in his pockets, his standing kicks are the kind of casual forward thrusts you see in the likes of Rival Schools or Kenka Bancho, and his dodge move is a nonchalant shrug out of the way. The enemies, on the other hand, are mostly just really cute: there's little green bean guys, flying guys who look like Tails, but with his spinning tails replaced with dragonfly wings, little tiger cub people, and so on.

School Fighter is definitely a pleasant surprise: it's a strong contendor for the title of "best Game Boy beat em up", as well as one of the best pirate games I've played on any system. I only hope that someday the copy protection  might get fully cracked. Or I somehow manage to track down an actual copy of it myself. Apparently, it's also the third game in a series that started on the original Game Boy called "Binary Monsters", so I guess I should take a look at those games sometime too.
This game is also known as Binary Monsters III and 熱門高校 數碼怪獸III

Wednesday, 6 January 2016

Final Justice (PC)

You might remember a week or two ago in the Olteus II post, when I bemoaned the state of the beat em up in the twenty-first century, lumbered as it is with boring, time-wasting nonsense like experience levels and skill shops. It seems that the Japanese indie scene, at least, is one last vanguard of proper beat em ups. It doesn't mean they're all automatically good, but they can at least be said to be "pure" arcade-style games, undiluted by weak RPG nonsense.

Final Justice is one of those Japanese indie beat em ups, though it doesn't have anything to do with Captain America's super move from Capcom's fighting games. Instead, it's about a Kamen Rider-style heroine (complete with rider kick) fighting off crowds of little girls and disembodied bunnygirl heads, with a boss appearing every few stages. You get a normal combo, which can be ended in one of two ways, a rising uppercut, a couple of air attacks (including the rider kick), and two super moves that cost meter. I guess I'd say the sophistication of the combat is fairly average.

The presentation is a mixed bag: the menus and GUI and such look great, and the backgrounds and sprites are technically well-drawn. The problem lies in the super deformed style of the sprites leaves me a little cold, and the fact that though they are detailed and well-drawn, they're also very small and the top half of the screen is always empty seems like a waste. I guess it mainly depends on how tolerant you are of SD characters.

Another problem with Final Justice is that it's far too easy, with no difficulty options available. The game gives out more extra lives than you'll ever need, and I completed the whole thing on my first attempt with plenty of them left over. This is despite the fact that enemies in later stages come in pretty thick crowds, and they're constantly throwing projectiles around and doing a decent amount of damage.

I guess Final Justice isn't a bad game, but it's not a particularly good one, either. It's just a painless way to spend a forgettable half an hour.