Double Dragon Resurrection Review – IGN

That said, the enemy variety is at least varied and effectively lets you use the small menu you have. As the levels progress, old baddies mix with new ones, creating a kind of street thug soup that gets a little spicy by the end of your run. This is very much a numbers game, and you'll often be inundated with a host of attacks from all angles. I liked the little brain puzzle of having to figure out the most dangerous threat first, or the most efficient way to get as many people as possible involved in a massive attack, but it wasn't enough to make me forget that the process of taking these guys down is still pretty tedious. Even with the range of limited-use weapons, there's your standard fare of knives, two-by-fours, sledgehammers, etc., though the powerful tools are usually worth the effort to grab when things get tough.

As the challenge escalates, some of Revive's lags become its own enemy. Little things, like your character's direction sometimes inexplicably defaulting to the opposite direction, stop being a quirk that needs to be addressed and start to be reasons for you to abandon combos or get punished.

Enemy variety is at least varied, but taking them down is still pretty tedious.

Bosses break up the monotony a bit, introducing more engaging stage hazards and pattern mechanics, such as Linda, who you need to shake off a pillar hidden at the top before you can attack her directly. By the end, though, these all get pretty brutal, especially the Chapter 7 boss, which is probably the most irritating fight I've ever played in one of these games – it's truly a test of the stamina of the game's biggest cheater to keep attacking.

There isn’t much flash visually either. Most of the character models look good, but the fire, wind, and dragon effects that emanate from the limbs when channeling chi seem to be a step behind in quality. The camera work and sound design come together well enough to make the hits and jazz feel good. The soundtrack is decent, with some original jam rock and a mix of old series riffs that sound great at the time but immediately knock your socks off after it's over. Overall, Double Dragon Resurrection lacks the visual identity of the 16-bit version Double Dragon Gaiden Even pastel-punk Double Dragon Neon has one, not to mention its peers Ninja: The Art of Revenge and Ninja Gaiden: Binding of Wrath Starting this year.

The stages you go through are much wider in scope. A colorful Japanese pagoda-like tower with a fun little perspective switch in the middle is simple but more exciting than a nondescript highway level, even if it has a wrestling ring at the end. Some of these areas require some platforming, which I'm never happy to see, but luckily they're short bursts. It's a bit eye-rolling that most of these stages are just staple series locations, not adding much in the way of new flair this time around, but what's really disappointing is that a lot of these locations are just bland and lifeless.

I don't want to be one of those “this beat 'em up games have a bad story” weirdos, but I mean, it is. It's not so much that the plot is nonsense, the characters are bland, and the writing is terrible, it's that “Revive” lacks the confidence and chaotic energy necessary to sell something like this. Neon, this post-apocalyptic villain is a gang leader, the Demon Knight, straight out of the heavy metal album cover of “Skullmaggedon.” The gang wars in Side Story make that version of New York City feel like Gotham City, filled with thugs themed after their eccentric bosses. By comparison, “Resurrection” is just a completely tame and bland take on returning villains Willy and Raymond, who use dark magic and the military-industrial complex to experiment on humans and make life worse for Kusuki Ken's children.



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