FINAL VENDETTA (PS4)
Over the last few years, Bitmap Bureau has quietly been carving its niche in the retro market. After a frenetic but flawed start with 99 Heroes, the developer unexpectedly came up trumps with Xeno Crisis for the Mega Drive. A marvellous shoot ‘em up throwback, this mash-up of Smash TV and Mercs was everything a fan of early-nineties 16-bit action could have hoped for. Perhaps unsurprisingly then, their latest venture finds itself routed in the same period, the focus shifting to the coin-op camaraderie that was the roaming beat ‘em up.
There’s a fine and oft-blurred distinction between inspiration and imitation. Xeno Crisis got it right: whilst aspects of its visual design and some of its gameplay traits were reminiscent of the titles it was inspired by, the game left its mark through an effective six-button control scheme; superbly tuned, teamwork-friendly co-op gameplay and some astoundingly cool bosses. By contrast, Final Vendetta drinks a little too amply from the cups of both Final Fight and Streets of Rage.
Final Vendetta does roaming beat 'em up co-op really well, but you'll finish it in under half an hour
It does neither a disservice. Indeed, taken purely on its mechanics, Final Vendetta is fantastically playable. Retracing the classic control schemes of the early nineties roaming beat ‘em ups means fans of the genre will feel instantly at home. It’s responsive, lively and fun, whilst the juggling mechanic, which allows for combo-building, is a common-sense idea implemented without fault.
The trouble is, Final Vendetta feels a little bit by committee, a peril so often evident in games rooting themselves in an earlier time. So on-the-nose are its references and its cues, that it ends up with precious little identity of its own. There are probably too many examples to list in full, so here are a few of the most notable. Firstly, the characters: Duke is an amalgamation of Adam and Axel from Streets of Rage, mixing their appearances and move sets. Claire is, inescapably, a doppelgänger of Blaze Fielding. The large and lumbering Miller ticks the box for the Final Fight contingent, he’s Haggar in all but name.
The trouble is, Final Vendetta feels a little bit by committee, a peril so often evident in games rooting themselves in an earlier time. So on-the-nose are its references and its cues, that it ends up with precious little identity of its own. There are probably too many examples to list in full, so here are a few of the most notable. Firstly, the characters: Duke is an amalgamation of Adam and Axel from Streets of Rage, mixing their appearances and move sets. Claire is, inescapably, a doppelgänger of Blaze Fielding. The large and lumbering Miller ticks the box for the Final Fight contingent, he’s Haggar in all but name.
You can’t help but notice the introduction is a reworking of that seen in Capcom’s classic, only with character roles swapped around. The Final Fight fun doesn’t stop here though: how about a car-smashing bonus round? Check. A graffiti-laden subway level complete with a train ride? You got it. A trip through the docks, an elevator sequence, an obligatory streets opening level? Yes, yes and yes again.
FV might have distinguished itself through some original bosses but alas, though they once again set a really good standard, you’ve beaten them all before in the Streets of Rage series. An angry-looking muscly businessman; an exotic pair of high-kicking twins; a flamboyant wrestler. Even a final boss decked out in a suit and armed with dangerous projectiles. All this being said though, if you’re to ape any roaming beat ‘em up, it may as well be the finest dynasty the genre has ever known. Final Vendetta pitches itself between the early nineties classics (particularly in its 16-bit reverent sprites and backgrounds) and the combo-era ushered in more recently by the likes of Streets of Rage 4. Indeed, in another existence, this could easily have passed for the forever-delayed fourth entry in SEGA’s series, had it come out during the Saturn’s or the Dreamcast’s lifecycles.
FV might have distinguished itself through some original bosses but alas, though they once again set a really good standard, you’ve beaten them all before in the Streets of Rage series. An angry-looking muscly businessman; an exotic pair of high-kicking twins; a flamboyant wrestler. Even a final boss decked out in a suit and armed with dangerous projectiles. All this being said though, if you’re to ape any roaming beat ‘em up, it may as well be the finest dynasty the genre has ever known. Final Vendetta pitches itself between the early nineties classics (particularly in its 16-bit reverent sprites and backgrounds) and the combo-era ushered in more recently by the likes of Streets of Rage 4. Indeed, in another existence, this could easily have passed for the forever-delayed fourth entry in SEGA’s series, had it come out during the Saturn’s or the Dreamcast’s lifecycles.
Intuitive controls mean a modest smattering of modern additions, such as juggling, fit snugly and FV is a dream to play when attack combos, dash attacks and specials meld together in one kinetic melting pot. It delivers a magnetic, arcade frenzy that’s compulsively addictive in short bursts. Though there could have been a little more in the way of interactive environments, a few familiar hazards will make fans smile. The player has to watch out for falling chandeliers, rolling barrels and (my personal favourite) holes in the floor, whereby both the protagonists and enemy goons are susceptible to falling through.
Aside from a copycat design philosophy, Final Vendetta’s biggest problem is its brevity. It is very, very short. I enjoyed breezing through it with a friend and additional difficulties add another layer of challenge. However, the six levels amount to a little under half an hour’s play. Four complete playthroughs and a good few stabs at the diverting but insubstantial Survival and Boss Rush modes still clock in at less than three hours of cumulative playtime.
Aside from a copycat design philosophy, Final Vendetta’s biggest problem is its brevity. It is very, very short. I enjoyed breezing through it with a friend and additional difficulties add another layer of challenge. However, the six levels amount to a little under half an hour’s play. Four complete playthroughs and a good few stabs at the diverting but insubstantial Survival and Boss Rush modes still clock in at less than three hours of cumulative playtime.
All the levels are enjoyable, though it feels like we've already seen a lot of these locations before
Yes, you could glean a little playing the game on Hard. The problem is, so familiar is the game to begin with that, after a bunch of playthroughs, it’s likely your motivation will have waned. If you’ve somehow managed to miss ever having played a Final Fight or Streets of Rage title, then you’ll likely suffer content fatigue to a far lesser degree. Given its retro-leaning visuals, however, it’s more likely attempting to appeal to those weaned on such games in the arcades of the 16-bit era. Final Vendetta can be considered a partial success: after all, it’s plenty of fun and with this kind of game, that’s a significant boon. Nevertheless, a lack of longevity and creativity count against it, meaning your best bet is to wait until it’s available at a reduced price. It’s worth a go, for an evening of throwback fun with a mate.
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