A fresh coat of River City Girls Zero paint is not enough

Riki, Kunio, Misako and Kyoko laugh as they walk along the street.

Photos taken just before the crash.
Image: WayForward / The arc system works

We may have to wait a little longer before We can now now now our way to Girls from River City 2but beat’em up fans can quench their hunger by shifting back in time to the re-release of a much older game from the 90s, now renamed River City Girls Zero. It is currently available for almost every platform, including PC and Switch.

Girls from River City Zerocreated by WayForward, is the location of the 16-bit Super Famicom game developed by Almanic in 1994 Shin Nekketsu Kōha: Kunio-tachi no Banka. Thanks to the success of 2019 River City girls Shin Nekketsu Kōha is officially playable in the West for the first time ever. Instead of getting into fights like the sukeban girls Search and Kyoko (don’t worry, they can be played later in the game), you return to the saddle as their beaus, Riki and Kunio.

River City Girls Zero / WayForward / The arc system works

Read more: River City girls It is like River City ransom But with the girls

At the beginning of the game, Riki and Kunio end up in jail after the couple were framed for a crime they didn’t commit. After the requisition crouching banchoThe pair defeated the toughest guys in slammer, escape and start their war path to discover the jerk who arranged their death. From this place RCG zerothe narrative becomes a bloody telephone game in which criminals and their girlfriends fight a series of piercing faces before discovering who framed Riki and Kunio. While RCG zerobehavior Shin Nekketsu KohaGraphics and music are welcome, the gameplay behavior from the 1994 era proved to be an obstacle to enjoying the game.

Unlike RCG “s wealth of combo strings and crazy special moves, RCG zero has a limited arsenal of attacks. Your toolkit consists of punch, kick, block, special punch and kick, and the tried and true jump or kick attack. On paper, these basic mechanisms make up every beat ’em up. But in practice they are extremely restrictive, especially considering the meticulousness of the fight.

Riki and Kunio beat up thugs on a rickety wooden bridge.

The people of River City are real and they will hurt you.
Screenshot: WayForward / The arc system works

Although it was easier to land the full combinations in RCGlaunching an attack too close to the enemy can lead to blasts and retaliation. RCG: zero offers a much smaller margin of error on both fronts, so if you don’t perform perfectly nine times more than 10 enemy attack will land first and knock you down fast on your generous butt making the gameplay annoying.

If your buttons are a millisecond slower than those on your computer, your would-be attack wave will be fought off by a simple punch or kick. To deal with this, I had to either bombard enemies with jump kicks or be lucky to hit the narrow block window for one of their attacks. Even so, each of these tactics led to a Pyrrhic victory.

Misako and Kyoko kick the bad guy out of the carousel.

Misako used a “flying sukeban”. It was really effective.
Screenshot: WayForward / The arc system works

This made the gameplay less like a hectic brawl and more like a methodical game of kiting and micromanaging your enemies at the pace of a chess player. Worse, your characters’ punches and kicks are futile compared to your enemies because, unlike you, they don’t stagger when placed at the end of a combo. To make things even more frustrating, their blows hit more often and hit twice as hard as yours. A game that is difficult is good and good, but losing a game like this is just overkill.

RCG zero is lacking RCGmechanic of rebirth trampling the spirit back into his KO’d bodyas well as pick up items. Instead, four playable characters serve as additional health bars. For example, if Kunio is ripped from ass to appetite, you can switch to Riki, Kyoko or Misako and use their full health bars to complete the stages. But due to the aforementioned meticulousness of hitboxes and enemies hitting arbitrarily harder than you, boss battling has become a frenzy of switching between characters and praying for my punches to land first.

While RCG zeroThe gameplay was annoying, everything else in the game was fucking great. Right from the start, the game wastes no time evoking the mood of Saturday morning anime with a catchy theme song, returning Girls composer Megan McDuffie. The opening film was also accompanied by David Liu’s masterfully slick and deep anime style.

RCG zero it also has some customizations. In the pause screen, you can toggle the CRT (old school TV) filter and change the border art and screen size. The game also allows you to choose between a relatively literal translation or a more vivid one RCGstyle text. Although WayForward was initially at the center of some kind of discourse rather than wording the original text as “literal”, I preferred RCG-Location style because of the aftertaste of funny language and because the more I played RCG zeroI missed it all the more RCG.

Read more: River City girls Sequel aims to perfect this juicy fusion of anime and wrestling

Misako kicks a nearby biker off the road.

“Let go of my motorcycle. I don’t know you. “- Kyoko (probably)
Screenshot: WayForward / The arc system works

It does not mean that RCG zero it is devoid of its own funny beat’em up segments, it just turned out to be more tiring than exciting after a while. RCG zerogimmicky levels also tend to lengthen their satisfaction with the lengths of certain stock segments. As fun as jumping on the carousel and kicking the bad guys off their rooftops, having to repeat the action a few times later made the creative scene complement the game’s running time. I’m also starting to believe that the biker fighting scenes in video games just suck, as the complaints I had about the padding and the game’s requirements for the accuracy of hitting a fine-toothed comb only intensified during a longer period of time. RCG zerofights on the highway.

Suffice it to say though RCG zero it’s a fresh coat of paint on top Shin Nekketsu Koha: Kunio-tachi no Banka, keeping the style of play in the old school brawl is doing the game a disservice. Rather than just injecting a modernized approach to the franchise through rich new cutscenes and text, I’d like WayForward to spend a little more time stepping up its fight.

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