Do you wake up each morning with a desire to beat the living hell out of street-roaming criminals? Don’t do it, we implore you. Prison isn’t worth it. While Final Fight and Streets of Rage may have been the violent video games that made you the addict to barbarism that you are today, take heart in the knowledge that your longing for combo-driven, body-piling antics hasn’t been totally forgotten.
Final Vendetta, from the UK’s Bitmap Bureau (Xeno Crisis) draws influence for its assault and battery from almost every scrolling beat-em-up ever made, cherry-picking the good stuff and reworking it into a whole new chapter of sidewalk vigilantism.
A phone rings, someone answers, someone’s been kidnapped. Sound familiar? Mike Haggar knows these plot points well. From there you have a choice of three characters: Miller, an overpowered wrestler-type; Claire, a nimble female who whips out punches at the detriment of slightly less clout; and Duke, a bad dude straight from the '80s who cuts an even middle ground between the three.
Final Vendetta isn’t related to Konami’s Crime Fighters or its 1991 sequel, Vendetta (also known as Crime Fighters 2), despite some distinct similarities. While graphically attractive, it doesn’t capitalise much on current-gen hardware, wanting to appear as close to a '90s gaming aesthetic as possible. At a glance, it’s similar-looking to 1993’s Zero Team (also on Switch, courtesy of Hamster) but with next-level, Neo Geo-grade animation. While there’s a danger that the added frames may foster imprecision, Bitmap Bureau has engaged the action in such a way that it remains taut, snappy and accurate.
There are some neat boss entrances, a car destruction bonus round, and some pretty backgrounds, with stage five’s club being a standout. But, if you hail from the UK, one can’t help but feel slightly let down by the lack of Anglo-centric detailing. Considering the game is set in London, we were hoping for more of the city’s defining visual hallmarks: drunken louts, broken escalators and betting shops full of old men. Yes, there’s a pub background with a dartboard; a train resembling the London Underground (specifically its wall maps and yellow-on-black Way Out signage) and Tower Bridge turns up as set dressing – although for some reason, it looks like a hails from 1913. Yet, apart from the red telephone booths that you get to gloriously pummel for point-related treasures, the game mostly feels US-based, and the gangs you encounter – with their colourful Marty McFly puffer vests and snowboard shades – don’t help the dissonance any.
This is a minor complaint, though. What’s important is that Final Vendetta plays really well, featuring carefully implemented elements from past games. All characters have a breakout move that can be enacted with no health loss as long as you allow your super bar to reach its peak: exactly the same format as found in Streets of Rage 3. Additionally, various tandem button presses allow you to back-attack and blast out heavy-duty special moves ad-infinitum.
Each character has a variation of double-tap special attacks that, combined with the super button, can be used to chain hits. Duke is especially good at this, as he can move from a dash into a flash kick, sending punks skyward for a spot of juggling. All characters have the Streets of Rage 3 dodge and grab repertoire, too, allowing you to get hold of an enemy and either fling them behind you, crack them one (quite literally with Miller’s backbreaker) or vault over them to turn them into a concrete pancake.
You can block, flying kick, kick-bounce, dodge, down-drop attack, and even kick floored enemies in the gut – a satisfying feature that recalls Konami’s aforementioned Vendetta. It’s an incredibly broad repertoire that borders on almost too much, but with practice can be applied in a smart, calculated assembly. And it feels great, too, to mix up with purpose; to throw a couple of knees to the gut and then hold forward to kick a dude across the screen before launching a fiery super into a nearing crowd.
The enemies are nicely balanced, your usual motley crew of big guys, small guys, swift girls, and those who dangerously windmill-kick on wake-up. Only two issues stand out with the combat negotiations. Firstly, with the basic standing-punch combo, you have to actually suspend your inputs momentarily to engage your double-tap moves; and secondly, despite twenty-four preset input configurations, none of them let you assign shoulder buttons. The latter has been done very much on purpose, however, since Bitmap Bureau wants you to master the game in the manner it intended.
The music is a solid mash-up of techno, breakbeats and funky jazz-inspired loops. The sound of Utah Saints, the '90s dance act that helped with the game’s scoring, will be familiar to anyone that knows their work, and it’s a nice bonus to have them featured. The audio isn’t on the level of Streets of Rage, but it’s certainly in the same ballpark.
Final Vendetta’s crucial, opinion-dividing aspect, will be in the way its difficulty is arranged. Only Easy or Hard modes are initially available, but there are no continues for either. We completely respect a single-credit challenge, and applaud Bitmap Bureau for designing it this way; at the same time, not everyone will have the discipline required to topple it. One aspect that plays into this, is that, at only six stages, its longevity is expanded by the fact that if you don’t repeatedly attempt to clear it, you won’t be seeing the ending. The challenge has been beautifully constructed around this, and seeing as we cleared the game for the review, far from impossible.
You do take quite a hefty amount of damage from enemies, and it’s easy to get quickly ganged up on. These factors make getting through it with no continues genuine work, even on Easy, and it’s common to drop lives early on until you have a feel for your character’s advantages and approach each juncture pragmatically. It’s nicely structured, however, in that it requires more dedicated learning and on-the-fly skill than Streets of Rage, but is no way near as punishing as Final Fight. Instead, it sits somewhere in-between. It’s enjoyable to learn each section, the different types of threats, and figure out the best way to deal out licks without absorbing any in return. This is aided by various weaponry, including knives, swords, and a cricket bat with a good swing and tons of range.
A patch to fix a game-killing glitch is definitely on the cards, one we encountered twice while entering a boss fight. The letterboxing that introduces the scene failed to disappear, all health bars vanished, and half the buttons stopped responding entirely.
The biggest criticism, while being undeniably slick, is perhaps the lack of originality. There are a few traps to deal with later on – stuff that needs to be memorised lest you get swatted or squashed – but on the whole, one can’t help but feel there’s more that can be done with the genre. While its broad move-set is a plus, the lack of creativity elsewhere is a tad disappointing. It plays great, and a lot of thought has gone into its mechanics, but the backstreet, the train, the elevator, the wharf, the nightclub and the henchman’s manor are hardly unique, nor imbued with much in the way of invention.
Conclusion
Final Vendetta does an able job of using and enhancing tried and tested formulas of the past, and is great fun for either one or two players. Its brevity is ameliorated by its single-credit format; a bold but welcome move that makes learning to clear it rewarding for all the right reasons – but it’s a setup some may struggle with. There’s still room for experimentation in this genre with regard to original systems, and sadly Final Vendetta doesn’t really attempt any of that, instead opting for more traditional '90s arcade fare – albeit with lots of variation in how you smack people around. If that’s enough to tickle your fancy, you’ll feel well-served by Bitmap Bureau’s stab, but others might feel like they’ve walked this street before.
Comments 58
The art style is like if king of fighters met streets of rage. Something I could have seen on the Neo Geo back then for sure.
The single-credit thing sounds like a pretty terrible decision to me. If I want challenge, I can just choose to not use any credits. However, I like to have the freedom to replay beat 'em ups and other arcade-like titles leisurely, without having to be too careful in planning my moves and item collection...
Will probably pick it up when it hits deep discount.
@Zenszulu Turns out it's been developed for Neo Geo. A cartridge version is planned.
Great to see so many retro inspired revivals at the moment; Final Vendetta, Teenage Mutant Ninja Turtles, Snow Bros... the list goes on.
@smashboy2000 Not totally shocked they did also release Xeno Crisis on the Megadrive and Neo Geo. I can imagine copies of the cartridge will be crazily expensive though.
Between Turtles, Takeover, Scott Pilgrim, Mother Russia Bleeds, Streets of Rage 4, and probably one of two others, I think I'm doing well enough for Beat Em Ups to not feel obliged to fork out for this one. I appreciate variety in my ass-kickin though, so maybe when there's a deep sale on...
One-credit mode should be an option, not the only gameplay mode. Hard pass on this one.
@Savino That is a highly subjective claim. Not claiming it is a bad soundtrack by anymeans, from what I heard it has some serious bangers but I really do like the SoR4 OST as well.
Awesome that the game plays well, but I need more—the art direction in this game looks truly uninspired. Skip!
Thank you for a proper review, unlike Push Square, whose mini-reviews tell us nothing. I was considering getting the collector's edition of this for the soundtrack CD, but it sounds like it might not be worth the price. I'll have to watch some gameplay on YouTube and make up my mind.
I’m good I just bought Shredder’s Revenge!
I agree with the UK setting. There isn't nearly enough colonialism.
Okay, I'll stop.
That 1 credit thing is definitely a put off.
Just a pity they chose to release it in the same week as TMNT Shredders Revenge. I think I'd rather go there for my side-scrolling beat 'em up fix. I'll probably pick it up at some point in a sale though
It's plays well and looks great, but I'm definitely not a fan of the one credit thing, it's probably gonna take me awhile to see the ending of this game. I'm all for having a wealth of difficulty options for all types of players. Even Final Fight and Streets of Rage provided multiple continues.
They probably couldn’t have released this at a worse time.
@Orokosaki a real Elden Ring/Horizon situation. Getting “Elden Ringed” is a new expression now! You heard it here first
They definitely nailed that 90ish vibe, still i dont see a reason to play this sinds there are literally 100's of beat m ups on the mame platform and retro consoles.
@gcunit definitely definitely definitely buy the Capcom beat em up collection if you don't already have it. It's got 7 arcade beat em ups on it, and they all play very differently from each other, and one in particular is bloody weird, it's got a bunch of aliens you choose from to play as. My favourite though is the one where you play as giant mechs that battle other giant mechs, and when you cut a weapon off the arm of another mech, you can attach it to your own mech, so you get custom loadouts every time, you can come up with all sorts of combinations of weapons. That one is called Armored Warriors.
And you get infinite credits.
And it's dirt cheap too.
It's the nsdt best thing to having the Punisher beat em up and the Alien v Predators beat em up on the switch, they're that good, and made by capcom too obviously, but they couldn't afford the license to port those licensed games and so we got essentially the non licensed versions, that play and look similar enough, and were made for the same exact arcade hardware. Those are the two best beat em ups ever made, easily, but few people have actually played them which is a real shame
@Mach_Rider I agree.
This is on my Wishlist but after reading about the single Credit, I too will wait for a heavy discount OR wait for a patch to add multiple Credits.
Looks like it plays great, but the art looks like absolute butt. Why did they go with the one credit? Weird....
Needs online multiplayer
❗️This is on my Wishlist but after reading about the single Credit, I will wait for a heavy discount OR wait for a patch to add multiple Credits.
I'm with the others who find the single-credit thing to be a problem. I love beat-em-up games and have played more than most, both in terms of number of games and hours playing the same games over and over. One of the things I like is that I can enjoy those games whether I'm playing well or not. It's up to me if I want to try to beat the game in a single credit or not. And I've done that on occasion. I've 1CCed Golden Axe many times, which isn't especially hard, and I enjoy the game less playing with that level of exploitation.
As hard as a game like Cuphead is, it's not hard due to an arbitrary cap on continuing. Same for the old Ninja Gaiden games. That's one reason they're still enjoyable. Final Vendetta is Bitmap Bureau's game and they can make it however they want to. But it is, to me, an odd decision that makes the game far less appealing. I wouldn't be shocked if there was a patch or a code for it, but it is not a good idea to count on it. They seem to like their games having a reputation for difficulty. This particular way to do it is not to my taste.
I hate to say it but I've never been so underwhelmed by a game I had anticipated so much. It feels completely unfinished. I'm a big fan of both developers, but this just isn't it. Allowing one credit without any option to alter that is frankly ridiculous, and insulting. The A.I is completely unbalanced and cheap, even on easy. The wrestler character may as well not exist, he's too slow, not powerful enough, has terrible attack animations and gets completely overwhelmed instantly. There isn't enough enemy variety, in the lift section of level three you are surrounded by six of the same character only with colour swaps. Setting it within London is a great idea, only you have no idea that's where it's meant to be. The levels don't even have names or area titles. A huge disappointment all-round and though it pains me to say it, i wouldn't waste your money on it at this point. They took this out the over way too early.
@BlueGBAMicro it's hugely disappointing all round. I wish i hadn't bought it in the state it's currently in.
@sdelfin 100000000000% agree. it's stupid and entirely ignorant for a developer to force a one credit mode upon you. make it selectable, sure. The most hilarious thing is that if you beat the arcade mode, which you likely wont, you then unlock a 'challenge' mode ha haaaaaaaaaaaaaaa
@OldManHermit It doesn't really play that well though. Te wrestler may as well not exist, he is utterly pointless. You can carry out a flying kick and just get punched out the air? what's the point then. The one credit is the absolute nail in the coffin. A massive disappointment.
@Savino Which in itself is a ridiculous way in which to release a game you would assume they hope to have mass appeal.
@YANDMAN You know I noticed the flying kick thing. A random enemy's fist connected with the tip of the wrestler's foot and he went flying backwards...it really should be the other way around. It shouldn't be necessary, but hopefully the one credit thing and some of the odd quirks in the combat can be patched eventually.
@OldManHermit It feels like they sent the wrong rom to the printing house. It could be brilliant with some adjustment, and I hope they take the criticism onboard and do just that.
I love the beat-em-up genre so I'll get this eventually. Just happened it launched during the wrong week. Triple dipped on TMNT: Shredder's Revenge, not afraid to admit it.
@YANDMAN that is funny that "challenge" mode is unlocked after beating the arcade mode. As I said before, it's not that fun to me playing a game in an exploitative way. For example, I could credit feed and spam specials in games like X-Men or any game where special attacks use up the life bar, but that's just not fun. It reminds me a a modern 2D shooter, though I can't remember which one, where the developers wanted it to be so much like the arcade they they did not include a pause feature. Hard pass for me there, same as with this one. It's the wrong kind of difficulty.
Single credit gameplay is an odd choice for a 90's arcade beat 'em up homage with a relatively high pricetag. Even the console versions typically offered some continues.
The glitches make this a no for me.
Xeno Crisis (awesome game BTW) had this 1 credit feature on both difficulty settings. I believe they should let ppl chose between an easy difficulty with more than 1 credit, and a hard difficulty with one credit.
Thanks for all the feedback, guys, it’s swung me over to “wait for sale” territory
More retro revivals please! ^-^
@Gamer83 Whoa triple dip!!! What systems you get it for and which one are you going play?
The lack of continues(😑), bland art style, seemingly unpolished gameplay prone to glitches and high price point make this one a no buy for me. I’ll be sticking with shredders revenge and mayhem brawler.
@YANDMAN The game is actually well-balanced. If you use the attack repertoire effectively - which requires perhaps 30 minutes of learning and then a couple of hours to refine - the game isn’t that difficult to clear. It’s fairly short, and it asks only that you apply some skill to it. I did clear it for the review, it didn’t take that long, and it honestly isn’t an impossible task. When you keep in mind there are only 6 stages, I think it makes more sense.
I don't think it's overpriced, on the contrary. In Europe at least it has a collector's edition for less than what games usually cost.
Maybe it's not the best beat'em up ever, maybe it's derivative (like a lot of games of this genre), maybe the one credit thing is a put off for many people (I suck at these games, yet I love them, and I don't regret preordering it, maybe it's time for me to truly make an effort), but people is reading a 7 like it was a 4 here, and that seems unfair.
Still buying this, and Turtles
The visuals are absolutely stellar in this game. Fantastic pixel art and animation that out does most of the classics.
That said, I also think the one credit thing is a really bad design choice. And the game has some super cheap stage hazards, which only makes the single credit issue even worse. I was in stage 4 on my last life and with full health, and then suddenly a huge crate drops on top of me out of nowhere...instant death...game over...start at stage 1 again. Ugh...
@Tom-Massey I think giving your customers the lack of choice is a huge oversight. The same thing was carried out with Battleaxe and the same remarks were made about that. I played the game with a couple of friends who aren't dedicated gamers and who don't own it or have the time to learn it. We just wanted to jump in and have some fun, just like you can with every other beat-em-up. It doesn't harm a designers game plan to allow players to choose how they wish to play it, it only servers to alienate. And from the massive backlash and the fact that they are now implementing a credit option, this was nothing more than a poor decision.
@sdelfin Due to the backlash they are now implementing a credit system. This should of ben there from release and was a silly choice.
@Jacoby
Got it for the 3 main consoles. Switch is the version I play the most but I also did a playthrough on PS5 and starting one on Series X.
@YANDMAN Yes, I don't disagree with you. The lack of a credit option was probably the main negative I had, and cited it in the review. I only know that on a personal level, I enjoyed the process of clearing the game on a single credit, and it worked owing to the brevity of the game and balancing of the difficulty.
Do I think adding a credit option will help? I'm in two minds about it. On one hand it allows people to more easily get through the campaign, on the other it will reveal how short it actually is and people might feel like there's simply not enough on offer.
It's worth noting Bitmap Bureau revealed the location of six hidden extra lives - equivalent to one per stage - of which I knew nothing about when managing to claw a 1CC. With these, I think the game will be much easier to clear on a single credit (especially since you start with so many) alas, I don't think too many will be willing to take up that challenge now that the multiple credit option is on the way.
Still, I think it's a solid little beat-em-up regardless and I really enjoyed it.
@YANDMAN I think people are very soft these days and cannot handle any type of struggle such a shame. Either way to everyone that was crying you’re getting your credits so party on.
@Benny504 I've 1CCed games that would piss on this in difficulty, but it doesn't mean you should force 1CC and I probably wouldn't have gotten into the majority of them had I not already cleared them with continues first. 1CC should be something you reward with a secret boss or extra bit of the ending. I have no interest in games that decide to brutally punish any mistakes instead of rewarding you for perfect play.
I really hope retro developers understand that if your game is good, we'll still play it for hours and hours and hours, even if it's only a 45 minute game. You don't need to add arbitrary padding. There isn't a single beat 'em up I can think of that was really good but had no continues. Not in the arcades, on the Mega Drive, on the SNES - none.
If they really want us to 1CC the game, maybe after this new update they'll add some incentive to do it. A hidden boss, an extra game mode, an extra stage, hell, a trophy/achievement ends up satisfying most nowadays. Getting to actually just play the game shouldn't be 1CC exclusive. But given this dev's "old school" mentality (read; pass off any complaints with "you just suck") I won't be surprised if part of their fix ends up being "okay you can use continues but we'll cut the game off at a certain point!" like it stupidly was so many times in older, 16-bit style games.
@Benny504 I think people are generally really busy these days and sadly just don't have the time to dedicate to learning games. People just want to turn a game on, jump in and have fun. Not adding that as an option from the get go is an oversight and one that lots of people clearly felt the same about. The facts are that if they had chosen to use the one credit as a tool to market and sell the game, which would be completely valid as it's the one thing that the entire game centres around, very few people would of bothered pre-ordering it. I respect a designers vision, but now they are simply adding what should of been from the start and they're received obviously unwanted backlash that has hampered the launch of their new game. That's just poor judgement.
@Tom-Massey The game is what it is. I love beat-em-ups, I've enjoyed it, but not as much as I would of liked to, or could of with just a couple of extra continues. The A.I needs rebalancing across several characters, but if that were perfect you could argue that the one credit was a valid option, but it isn't. I don't think the game is short, I think it runs at a near perfect length, I'm of the opinion that most beat-em-ups far outstay their welcome for the most part, the TMNT is a prime example. It's undoubtedly fun, but those final levels begin to drag.
@YANDMAN Personally I felt the difficulty and AI was pretty well balanced for the game’s length. I didn’t have too much trouble with it once I was comfortable with applying various strategies for different enemy types.
I agree this type of game doesn’t have to be overlong (TMNT is very long), but it’s shorter than any of the SOR games/Final Fight etc. by some margin.
I didn’t think TMNT did drag toward the end, to its credit - but then it depends on how you’re playing it. I went for a 1CC and that was a challenge that had me pretty engaged in conserving lives. Whenever credit feeding occurs in an arcade style game it can make it feel more repetitive.
@Tom-Massey The glaring issue as far as A.I is that you can be punched out of the air when performing a flying kick, it defeats the point of being able to perform a flying kick. Also, the game often completely overcrowds you and puts you in a situation your character cannot move fast enough to deal with, resulting in you aimlessly losing precious life. To me it just feels like they took it out the oven a little too early.
@YANDMAN Then don’t flying kick 😆
Seriously though, I know how it feels initially. I felt like I was getting ganged up on and dropping lives early on, but it all straightened itself out. Different enemies just require different approaches. Windmill kicking risers need a clear berth, and you need to know what attacks clear space best. Kicking folks when down is also useful, but you need to know how many licks you can get in before they get up, or to move quick if someone is approaching on you.
I assure you, it definitely works as a balanced combat assembly. Put in some work (I’d suggest Duke) and a couple of hours starting over from stage one, and you’ll start to feel it out.
@YANDMAN There's also the fact that if you play as the slow character, you instantly lose a life whenever you're knocked down against one of the bosses because you can't actually do anything upon wakeup to stop them just regrabbing you. https://twitter.com/FrankAtHPP/status/1538547562306732033
@Quick_Man I feel like his inclusion is totally pointless.
@OldManHermit They definitely handicapped themselves with the 1 credit clear only mode. I love me a good arcade playthrough but having the option to boot up a specific stage is essential in a 2022 beat'em up as it allows players to work at their own pace.
Developers - why limit the players' ability to enjoy your game?
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