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- The Genesis of Rage -

 Streets of Rage is the Origin of this great franchise. Created to rival Final Fight which at the time was a Nintendo exclusive brawler series (the main game later to be ported to the SEGA CD) it introduced and refined many features within the genre and in my humble opinion did an amazing job for it's time.

 While the game itself hasn't aged as well as it's successors, it certainly laid the ground work for the things this series is best known for, from the music and the vibrant environments to the iconic cast and game-play elements.

 So what makes this game memorable amongst the fans? let's see!

- Visual Presentation -

 While many may find Streets of Rage to lack in the graphical category, I would have to disagree. It's reasonable that the smaller character sprites are off putting in comparison to the successors and even final fight itself however, the upside to this is that the overall area of movement feels roomy which helps the cooperative aspect to this game.

 

 The characters, items and interactive objects have bright and vibrant colors helping them stand out against the gritty but well drawn backdrops. Hit effects, Fire balls, Napalms among other things are clearly visible as well adding the little extra details to the game.

 

 Backdrops range from street stages to beaches, bridges, boats and more all of which have something going on in the background and foreground. Things like waves on the beach, neon signs, moving water in the background, the wind effects and various views of the city really breathe life into the game. Mean while the lack of npcs whether intended or not give a feeling of loneliness and conveys the Syndicates vice grip on the city.

 Many assets from other games were reused but all strangely fit in this experimental project. All things mentioned above make up for the smaller scale of the game ultimately and is one of the many reasons I personally adore this entry to the series.

- Visual Presentation -

 While many may find Streets of Rage to lack in the graphical category, I would have to disagree. It's reasonable that the smaller character sprites are off putting in comparison to the successors and even final fight itself however, the upside to this is that the overall area of movement feels roomy which helps the cooperative aspect to this game.

 

 The characters, items and interactive objects have bright and vibrant colors helping them stand out against the gritty but well drawn backdrops. Hit effects, Fire balls, Napalms among other things are clearly visible as well adding the little extra details to the game.

 

 Backdrops range from street stages to beaches, bridges, boats and more all of which have something going on in the background and foreground. Things like waves on the beach, neon signs, moving water in the background, the wind effects and various views of the city really breathe life into the game. Mean while the lack of npcs whether intended or not give a feeling of loneliness and conveys the Syndicates vice grip on the city.

 Many assets from other games were reused but all strangely fit in this experimental project. All things mentioned above make up for the smaller scale of the game ultimately and is one of the many reasons I personally adore this entry to the series.

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