Dude this guy need to help TMNT: Shredders' Revenge guys! The multiple paths in Fight N Rage were awesome! Also the combo system in Fight N Rage is WAY better! Fight N Rage re-ignited the this genre!!! Also needs to make a Fight N Rage sequel with multiplayer online (for switch).
A single man made a whole game, with a great musician making a great soundtrack, and it beat out ALL other beat em ups, from big companies, with lots of people, lots of money. Wow.
Lmao me and my gf kept laughing at that. “What if you have guilty gear graphics. They’re the best” “yeah but I like the pixel art style” “yeah but to make it next level you could bring it to guilty gear level graphics, that would sell” lmao
Yes so my favorite part of the interview was @41:37 where you two were discussion the motivations for making "fight 'N' Rage". And we're talking about two people who are both passionate about the genre of beat 'em up, but from two completely different perspectives. One as a consumer of great games, and one as a creator. But what connects two together was both really not only loved beat 'em ups, but actually also appreciate games as a form of art. (but of course it helps that the developer also is very skilled in playing this genre as well)
This and Streets of Rage 2 are my favorite beat em ups of all time. I think I even like this game more, it’s truly incredible. The dev is a genius and visionary. Thank you for the interview and really “getting it” when it comes to games. I definitely prefer the pixel art over 3D models ❤
I've recently gotten really obsessed with belt scrolling beat em ups, and this interview is such a fantastic piece of media to go along with my new fascination for this genre. When I first tried Fight'n'Rage, I had basically zero understanding of the mechanics of the genre, and thus quickly stopped playing. Now, after getting familiar with genre classic like Cadillacs & Dinosaurs, Armored Warriors, Violent Storm and The Punisher, I can't wait to dive into Fight'n'Rage again, with new eyes. Since I trust your taste in games lot, and hearing that you have hundreds of hours in this game, I'm very excited to discover this game. Thanks for this incredibly passionate and detailed interview! It's such a joy to listen to 🙏
Mark bullying indie devs into making a sequel round 2 (?). Fun interview, especially the first half with all the game design talk. The "ticket system" is a pretty fun way of coordinating enemy attacks, pretty elegant too. Also I think what Sebagames was saying is that he programmed all enemies/player objects to be the same on a basic level, that they all have the same parent with a set of properties, and are just variations of it. It's indeed A LOT easier to manage things when you do that, and having that VS mode with usable enemies is a natural extension of that kinda design.
You can't say I didn't try at least ha! Also yeah the ticket system is really clever it makes so much sense ha, also it s really cool how cleanly it can scale difficulty
I recall reading that Streets of Rage 4 has a similar ticket system where only one enemy can deliberately move towards you at a time and the number of enemies allowed to attack you if you're in range scales up with difficulty.
Kinda a bummer with this dev not being very motivated to do a sequel. That is the catch 22 of indies. You end up loving certain games, but the dev ends up sailing off in the sunset. Still happy I got Fight N Rage as a LONTIME (80s) beat em up fan. I remember when the first Double Dragon was huge in the arcades. On a side note, with regards to having awesome visuals in a beat em up, recently played Guardian Heroes. One of the most beautiful games in the genre. Only Armored Warriors rivals it in the genre IMO.
I know Vic I feel the same way, because the process of making a big indie game is such a massive undertaking, it's rare to see them get proper sequels like we used to get with older studios like capcom etc. It really is a catch 22
@@TheElectricUndergroundI do hope he does some updates like screen shake or allowing us to play as Diana but with gal moveset or play gal with the shopkeeper looks. Maybe some more secret moves?
Interesting interview. I like the comments on boss/enemy interactions when the example of the enemy that can ant-air was given: "oh, they can anti-air me so I will never ever jump against this opponent"... very nice design when you CAN jump against the opponent, but you just have to find the right way to do it. It reminds me of fighting game players vs non fighting game players. Learning fighting games gives you an insight that sometimes you have to adjust what you are doing and when you are doing it, rather than throw out the entire strategy. I tried teaching my friend fighting games with Street Fighter, and he would jump around with heavy kick up until I anti aired him, then he immediately stopped doing it forever. "Well, jumping doesn't work anymore". Learning that there are games out there with more depth than either it works perfectly or it doesn't work at all, is pretty eye opening for most people.
Absolutely excellent coverage. Insightful and analytical. The developer is sensitive and speaks from the heart about a very complex issue of creativity, and a different ethic of development. Congrats on having such good discourse on this platform.
Just picked this up based on your review. Gameplay and enemy ai feel really fluid. Think I'll play the game a bit more before listening to this interview to avoid mechanics spoilers!
Great interview ! With a great indie dev ! Looking forward to Sebastian’s future work, as I appreciate his understanding and his complex combat system amalgamation here ! Definitley some of the best Beat Em Up & Capcom/SNK Fighting game mechanics!
A Fight'n Rage with "serious", non-chibi graphics is my dream too. Sadly the dev likes chibi so, oh well, you can't have everything! 😂 Anyway I was very happy to learn that the game sold well and let him live off of its revenue for so many years. Totally deserved!
Nice interview and good to get some insight from the developer. The dev is correct about KOF XIII in that they used 3D models and then traced over them with pixel art rather than drawing them from scratch. Now whilst it does look great to have highly detailed pixel art moving fluidly like that it is very unrealistic to expect that in a Fight'N Rage sequel. It reportedly took about 16 months to complete a single character in KOF XIII. That game had a team of pixel artists working on it and Seb is only one person. Even if you halved that to 7 months per character it would take decades to complete a new game. Definitely wouldn't be profitable. Hence why SNK moved to 3D models only after that.
Same with Streets of Rage 4 I think. Sure, the franchise comes with an installed fanbase, but I was never a part of that and the audio-visual package certainly helped in making that thing not only enticing to me, but also my personal game of the year when it came out.
Yeah, except my hands got really tired, the game is so fun, but gotta hook up an Arcade Stick to it. What’s the most comfortable button layout for Arcade Stick you think? It is a three button game and my first to try beat ‘em up with Arcade Stick.
Perhaps a chapter range would be a nice addition for those who want to see portions of the video. Otherwise, good props for grilling Shredder’s revenge.
Must say i picked this up during my covid recovery phase and quickly realised how awesome it was, it may be my favoirite beat em up of all time now. Loved the look, the mechanics and the progression found within. Great to get some insight into its development
Very cool interview! I’ve had this game in my backlog for a while, but I might just move it up the “queue” after watching this. My only feedback on the video is that I don’t like the waveform at the top of the screen. It doesn’t really add anything and is distracting, so maybe take that out for your next interview.
Normally I don't use it as I try to use video, but with some interviews this doesn't happen. Maybe what I'll do next time is give the waveform it's own little box or something, rather than stretching it across the screen.
Indie devs want to create a portfolio to prove they're capable of the different styles of pixel based games they grew up playing. Rather than wanting to remain independent, they want to get recruited. Beater - check Platformer - check Shmup - check Turn Based RPG - check
I get the impulse, but I think the older model of the studio system of places like capcom, konami, etc (from the 90's-2000's) is a better model, get devs who specialize in a style of game and then push that genre forward. Having this sort of jack of all trades approach leads to different games, good games if the dev is talented, but not genre defining games. Iteration is required for that to happen.
I really enjoyed this interview. I appreciate his views on creativity and pushing yourself and at a certain point it becomes weird balance and really hard decision of the eventual creative thing becoming a routine like a standard thing or making it let loose and do whatever but in term you might loose some of what made you successful in the first place. I also enjoyed how he said that if he could he would rely on something less creative as an income. I’m sort of the same way, I do fear that a lot and a big reason why I haven’t pushed forward, it’s just the fun thing to do it casually but then it might become as tedious as a job but it’s better than your current job? That topic really interests me to see where people fall into
It is an interesting question, especially when your creative output is your primary source of income. It is not for me, I still have a regular job and such, but I think I would be willing to take that risk if it ever became feasible.
Word up on an artist making the same story/style/series/genre/sound, but doing it BETTER in the 2nd/3rd album/game/film/etc It’s more rare than sophomore slumps which are sadly more common.
Deservedly so. It really doesn't take an aficionado to recognize just how sloppy and shallow that thing is when you compare it to other somewhat recent alternatives.
Essential, it's one of the best, even the best beat'em up to do on a modern console (subjective opinion, of course). When will there be a review on the excellent The Ninja Saviors? It may already be planned.🤔
Hello ! I have to go back to this game , i played à lot of SOR4 last year , and just fiew minutes of this one. But if you said that is it so good , it must be true, i like your taste 99% of time
Interesting intervirem. It is always to listen the point of viéw of point of non English language country developer. The way of thinking is always different. I truly believe that in most of the art (not in videogames) the best things come from cointriea different from usa. Cinema, painting, etc. Probably u.s.a. hás good things, but not the things (that most of the time are only entretainment) we see on the mass média.
Tmnt was great but easy and made for the casual audience who were cashing in on nostalgia from the snes tmnt 4 well done just nothing to unlock except trophies. Fight n rage and streets of rage 4 have lots of hours of replay and a plethora of unlockable content. Fight n rage is underrated i dont see many reviews from switch up and other reviewers. I seen it in a TH-cam video one day and had the money and said why not. I have it for switch and ps4 it’s amazing. Hopefully we get a sequel or a new series from him based on the engine. This game isn’t for casuals it’s for the beat em up genre veterans who been playing since the 80s and appreciate what he’s doing here . 9/10
@@TheElectricUndergroundDouble Dragon Advance is the best Double Dragon entry in terms of moves, gameplay (apart from the fan made Ultimate Double Dragon).
You said you mentioned rare reviews, and what rare reviews besides yourself you mention on this interview talking about Shredder's revenge. The only one I could find that is comparable to yours is BkBlindSide with their similar complaints.
Is it possible to get the devs to fix the switch port?, cuz the frame pacing gets so bad that at times it feels like it's running at 30 fps, and i know it's not framedrops since all you gotta do to fix it temporarily is to press the home button, then resume the game.
Oh well for the switch port that is actually handled by the porting studio and not the dev himself, so yeah they better fix that, it s their job to make the ports work well
@@TheElectricUnderground The ending really felt brutal. I would have loved to hear more, like what were his main inspirations. Fight'n Rage has big easter eggs for Final Fight, Cadillacs & Dinosaurs, Violent Storm, Streets of Rage 2 & 3, Street Fighter 2... so I was hoping to hear more about his own experience with those, what he really wanted to keep from these games, what was his biggest model etc. We need a sequel to this video!!!! I can help you with the questions! 😊
The best "Sprites" are ironically 7UP and Crystal Clear Pepsi. JK. For real tho. I loved the sprites in Octopath Traveler. Maybe just because the lighting but I found them to look cool (subjective). For backgrounds I love Children of Morta. The game was a disappointment to me but the pixel-art backgrounds did not disappoint.
You were doing very well until you blew it big time about the pixel art thing. lol. The artstyle in Fight n Rage is BETTER than the graphics in the games you mentioned. Emulated pixel art using polygons is straight trash and won’t age well. They are not drawn by hand (although the final image is based on a preliminary sketch) and lack SOUL. I’m glad the developer knows what’s good for his work. Graphics wise, nothing should be changed in FnR 2. Keep it low-res and raw. If I had to nitpick, the sequel should get rid of transparencies and lighting effects.
I forgot to mention that FnR is a MASTERPIECE and the only way to improve it is to make expansion packs. If the dev would make an entirely new game, he should conquer another genre, like creating the best hack n slash game: Hack n’ Rage!!!! 😊
Ha I don't think I blew anything. I like fight n rage s art but I don't agree with the dev that 3d mixed with pixel art is not the future. Just because he s my guest doesn't mean I have to agree with him on everything ha. Guilty gear and kof 13 are widely praised for their exceptional art and graphics
@@TheElectricUnderground I’m more interested in what your guest thinks, i.e., why he considers pixel art as superior to 3D renderings. You belong to the school who thinks high resolution and polygons that simulate hand-drawn art are the best things since sliced bread. And there’s another school who considers 2D as timeless. I would argue that Samurai Shodown II and SF3 look infinitely better than any polygon-based fighting game.
If i was able to sync the time in that would be a cool option, but sadly there is no way I can sit down for hours and add in subs :-( I worked crazy hard on the audio editing, to try and make the conversation as easy to understand as I could.
I don't get the hype. I couldn't stand this one after 3 hours or so. Tedious checkpointing and punishing difficulty resulted in me having barely any fun after a while.
Do the training mode, I was the same until I learned some strong combos, realised how useful throws were since they make you invincible and how to parry. Plus it's important to learn bosses' moves
Thx but I'm already through with it. The raft section and the bat boss are just a waste of time. Menial sections spiked at the end with trial and error or gimmicky stuff forcing retries - and redoing the mundane sections prior - are just time sinks and no fun. You want me to play? Make better checkpoints.
I'm not dying to such things, I'm dying to gimmicks and dumb stuff like not being able to run without double tapping. I'm through because these things won't get changed.
Love this stuff! 👊🍕 "simon says style design of Teenage Mutant Ninja Turtles Shredder's Revenge, River City Girls, Scott Pilgram, and these types of games" - so true! Shout out to Sebastián!!
Dude this guy need to help TMNT: Shredders' Revenge guys! The multiple paths in Fight N Rage were awesome! Also the combo system in Fight N Rage is WAY better! Fight N Rage re-ignited the this genre!!! Also needs to make a Fight N Rage sequel with multiplayer online (for switch).
A single man made a whole game, with a great musician making a great soundtrack, and it beat out ALL other beat em ups, from big companies, with lots of people, lots of money. Wow.
yeah what a legend!
Double dragon gaiden wins
@@Draggzilla How so?
@@Draggzilla 😂😂😂😂
I like how half the interview is trying to persuade the Dev to make a sequel
I would have seized that chance as well!! 😆
Yes ha, you cannot say I didn't give it a try :-D
Lmao me and my gf kept laughing at that. “What if you have guilty gear graphics. They’re the best” “yeah but I like the pixel art style” “yeah but to make it next level you could bring it to guilty gear level graphics, that would sell” lmao
😂
TBH, I am trying to do the same, by flooding his game with mods.
Yes so my favorite part of the interview was @41:37 where you two were discussion the motivations for making "fight 'N' Rage".
And we're talking about two people who are both passionate about the genre of beat 'em up, but from two completely different perspectives. One as a consumer of great games, and one as a creator.
But what connects two together was both really not only loved beat 'em ups, but actually also appreciate games as a form of art. (but of course it helps that the developer also is very skilled in playing this genre as well)
This and Streets of Rage 2 are my favorite beat em ups of all time. I think I even like this game more, it’s truly incredible. The dev is a genius and visionary. Thank you for the interview and really “getting it” when it comes to games. I definitely prefer the pixel art over 3D models ❤
"Ready to fail, but not to give up" True words! Glad, I bought the game twice now...and still playing it👍
Absolutely!
I've recently gotten really obsessed with belt scrolling beat em ups, and this interview is such a fantastic piece of media to go along with my new fascination for this genre.
When I first tried Fight'n'Rage, I had basically zero understanding of the mechanics of the genre, and thus quickly stopped playing. Now, after getting familiar with genre classic like Cadillacs & Dinosaurs, Armored Warriors, Violent Storm and The Punisher, I can't wait to dive into Fight'n'Rage again, with new eyes.
Since I trust your taste in games lot, and hearing that you have hundreds of hours in this game, I'm very excited to discover this game.
Thanks for this incredibly passionate and detailed interview! It's such a joy to listen to 🙏
Mark bullying indie devs into making a sequel round 2 (?). Fun interview, especially the first half with all the game design talk. The "ticket system" is a pretty fun way of coordinating enemy attacks, pretty elegant too. Also I think what Sebagames was saying is that he programmed all enemies/player objects to be the same on a basic level, that they all have the same parent with a set of properties, and are just variations of it. It's indeed A LOT easier to manage things when you do that, and having that VS mode with usable enemies is a natural extension of that kinda design.
You can't say I didn't try at least ha! Also yeah the ticket system is really clever it makes so much sense ha, also it s really cool how cleanly it can scale difficulty
I recall reading that Streets of Rage 4 has a similar ticket system where only one enemy can deliberately move towards you at a time and the number of enemies allowed to attack you if you're in range scales up with difficulty.
@@LHCGreg Yeah that makes sense, a lot of beat em ups seem to use something similar
One of the greatest game dev interviews I've listened to. This is amazing.
Let's face it the guys a genius 👍
Absolutely!
Basically
Kinda a bummer with this dev not being very motivated to do a sequel. That is the catch 22 of indies. You end up loving certain games, but the dev ends up sailing off in the sunset. Still happy I got Fight N Rage as a LONTIME (80s) beat em up fan. I remember when the first Double Dragon was huge in the arcades. On a side note, with regards to having awesome visuals in a beat em up, recently played Guardian Heroes. One of the most beautiful games in the genre. Only Armored Warriors rivals it in the genre IMO.
I know Vic I feel the same way, because the process of making a big indie game is such a massive undertaking, it's rare to see them get proper sequels like we used to get with older studios like capcom etc. It really is a catch 22
@@TheElectricUndergroundI do hope he does some updates like screen shake or allowing us to play as Diana but with gal moveset or play gal with the shopkeeper looks. Maybe some more secret moves?
@@heavyc4450 gal with the shopkeepers skin has been an unlockable for a long time already
Oh man, thanks for this interview! I really love this game and am glad it's getting covered on YT. ¡Felicidades por tu maravilloso juego Seba!
True. This game doesn't get enough love. I feel like its kind of a breakthrough for the genre.
Thank you for tuning in my friend!
Interesting interview. I like the comments on boss/enemy interactions when the example of the enemy that can ant-air was given: "oh, they can anti-air me so I will never ever jump against this opponent"... very nice design when you CAN jump against the opponent, but you just have to find the right way to do it. It reminds me of fighting game players vs non fighting game players. Learning fighting games gives you an insight that sometimes you have to adjust what you are doing and when you are doing it, rather than throw out the entire strategy.
I tried teaching my friend fighting games with Street Fighter, and he would jump around with heavy kick up until I anti aired him, then he immediately stopped doing it forever. "Well, jumping doesn't work anymore". Learning that there are games out there with more depth than either it works perfectly or it doesn't work at all, is pretty eye opening for most people.
Yes it s a really important point! Otherwise you go right into paint by numbers Simon says design, situational awareness is core to the genre
Absolutely excellent coverage. Insightful and analytical. The developer is sensitive and speaks from the heart about a very complex issue of creativity, and a different ethic of development. Congrats on having such good discourse on this platform.
Best cover for any game ever! Crotch Shot The Cover! Oh, the game is freaking great too.
The cover is fantastic
Just picked this up based on your review. Gameplay and enemy ai feel really fluid. Think I'll play the game a bit more before listening to this interview to avoid mechanics spoilers!
Awesome!! You cannot go wrong with more fight n rage
Props for push for a sequel.
Thanks my friend! I had to try lol
@@TheElectricUnderground I would have done the same cause Fight n Rage deserves a sequel.
I will be honest, i like beat em ups and all, but i only bought the game on this recent sale because of Gal's "I'm not a furry, but" costume.
Game does have great character design, that's for sure 😊
Great interview !
With a great indie dev !
Looking forward to Sebastian’s future work, as I appreciate his understanding and his complex combat system amalgamation here ! Definitley some of the best Beat Em Up & Capcom/SNK Fighting game mechanics!
A Fight'n Rage with "serious", non-chibi graphics is my dream too. Sadly the dev likes chibi so, oh well, you can't have everything! 😂 Anyway I was very happy to learn that the game sold well and let him live off of its revenue for so many years. Totally deserved!
That would be really cool! Yeah he's all about that style, it would be cool to see the game with a more fully drawn character style though
I agree.
Nice interview and good to get some insight from the developer. The dev is correct about KOF XIII in that they used 3D models and then traced over them with pixel art rather than drawing them from scratch. Now whilst it does look great to have highly detailed pixel art moving fluidly like that it is very unrealistic to expect that in a Fight'N Rage sequel. It reportedly took about 16 months to complete a single character in KOF XIII. That game had a team of pixel artists working on it and Seb is only one person. Even if you halved that to 7 months per character it would take decades to complete a new game. Definitely wouldn't be profitable. Hence why SNK moved to 3D models only after that.
I have to agree with you about graphics. Cuphead a run n gun which is quite a niche genre got into the mainstream because of its fancy art style.
Exactly! It certainly isn't Cuphead s gameplay that makes it popular ha
@@TheElectricUnderground You need a hook.
Same with Streets of Rage 4 I think. Sure, the franchise comes with an installed fanbase, but I was never a part of that and the audio-visual package certainly helped in making that thing not only enticing to me, but also my personal game of the year when it came out.
It's definitely one of my favorite beat 'em ups, but frankly, I've always been more partial to Powered Gear (AKA: Armored Warriors).
Arm warriors is really cool!!! Such an under rated gem!
53:01 this part was really insightful
One of the best games on Deck
Absolutely!!!
Yeah, except my hands got really tired, the game is so fun, but gotta hook up an Arcade Stick to it.
What’s the most comfortable button layout for Arcade Stick you think?
It is a three button game and my first to try beat ‘em up with Arcade Stick.
Perhaps a chapter range would be a nice addition for those who want to see portions of the video.
Otherwise, good props for grilling Shredder’s revenge.
Oh that's a good idea! I'll work on that later today :-)
Must say i picked this up during my covid recovery phase and quickly realised how awesome it was, it may be my favoirite beat em up of all time now. Loved the look, the mechanics and the progression found within. Great to get some insight into its development
That s fantastic! Thanks for tuning in Benjamin :-)
Very cool interview! I’ve had this game in my backlog for a while, but I might just move it up the “queue” after watching this. My only feedback on the video is that I don’t like the waveform at the top of the screen. It doesn’t really add anything and is distracting, so maybe take that out for your next interview.
Normally I don't use it as I try to use video, but with some interviews this doesn't happen. Maybe what I'll do next time is give the waveform it's own little box or something, rather than stretching it across the screen.
Been looking forward to this! Congrats Mark on making this happen!
Thanks so much!! Yes I was really excited to talk to him about Fight N' Rage
Pre-preview comment: Yo this is going to be lit! Nice one for getting them to do the interview! I wonder what they've been up to since then😎.
Thanks so much my dude! Yeah it was cool to get to talk to the dev himself about the game :-)
@@TheElectricUnderground I got to watch the rest on the TV last night. Great interview! I even liked how it got pretty deep towards then end 🤣.
Indie devs want to create a portfolio to prove they're capable of the different styles of pixel based games they grew up playing. Rather than wanting to remain independent, they want to get recruited.
Beater - check
Platformer - check
Shmup - check
Turn Based RPG - check
I get the impulse, but I think the older model of the studio system of places like capcom, konami, etc (from the 90's-2000's) is a better model, get devs who specialize in a style of game and then push that genre forward. Having this sort of jack of all trades approach leads to different games, good games if the dev is talented, but not genre defining games. Iteration is required for that to happen.
Most of my dream games are out of scope and budget which sucks hence why alot of them go back to retro style because its actually completable lol
I really enjoyed this interview. I appreciate his views on creativity and pushing yourself and at a certain point it becomes weird balance and really hard decision of the eventual creative thing becoming a routine like a standard thing or making it let loose and do whatever but in term you might loose some of what made you successful in the first place. I also enjoyed how he said that if he could he would rely on something less creative as an income. I’m sort of the same way, I do fear that a lot and a big reason why I haven’t pushed forward, it’s just the fun thing to do it casually but then it might become as tedious as a job but it’s better than your current job? That topic really interests me to see where people fall into
It is an interesting question, especially when your creative output is your primary source of income. It is not for me, I still have a regular job and such, but I think I would be willing to take that risk if it ever became feasible.
Word up on an artist making the same story/style/series/genre/sound, but doing it BETTER in the 2nd/3rd album/game/film/etc
It’s more rare than sophomore slumps which are sadly more common.
Liked how you used any opportunity you could to crap on TMNT Shredders Revenge 😂😂😂😂😂
Never miss a chance my friend
Deservedly so. It really doesn't take an aficionado to recognize just how sloppy and shallow that thing is when you compare it to other somewhat recent alternatives.
Mark with a dagger poking the hornets nest.
It was such a great interview! Making my own beat'em up, this was very inspiring and motivating.
I can relate to so many things said here.
Essential, it's one of the best, even the best beat'em up to do on a modern console (subjective opinion, of course). When will there be a review on the excellent The Ninja Saviors? It may already be planned.🤔
Oh I should! I have 1cc 'd the game on hard
@@TheElectricUnderground I suspected you were playing it.😉
Ninja warriors is fantastic. The snes version is a classic and is sadly overlooked by many.
Hello ! I have to go back to this game , i played à lot of SOR4 last year , and just fiew minutes of this one. But if you said that is it so good , it must be true, i like your taste 99% of time
ahh fighting rage. You come for the panty shot and stay for the gameplay.
Thank you for the interview and thank the developer for this game can’t wait for his next ine
Happy to do it!! Yes I m looking forward to his next game too!
Interesting intervirem. It is always to listen the point of viéw of point of non English language country developer. The way of thinking is always different. I truly believe that in most of the art (not in videogames) the best things come from cointriea different from usa. Cinema, painting, etc. Probably u.s.a. hás good things, but not the things (that most of the time are only entretainment) we see on the mass média.
Yes it is really interesting to hear how people from other parts of the world view the artistic process!
Tmnt was great but easy and made for the casual audience who were cashing in on nostalgia from the snes tmnt 4 well done just nothing to unlock except trophies. Fight n rage and streets of rage 4 have lots of hours of replay and a plethora of unlockable content. Fight n rage is underrated i dont see many reviews from switch up and other reviewers. I seen it in a TH-cam video one day and had the money and said why not. I have it for switch and ps4 it’s amazing. Hopefully we get a sequel or a new series from him based on the engine. This game isn’t for casuals it’s for the beat em up genre veterans who been playing since the 80s and appreciate what he’s doing here . 9/10
Jesus this is amazing
Glad you enjoyed it!!! :-D
Have you played Double Dragon Advance? It seems like a game you would love.
I haven't!
@@TheElectricUndergroundDouble Dragon Advance is the best Double Dragon entry in terms of moves, gameplay (apart from the fan made Ultimate Double Dragon).
So crazy what you're about to do, güey.
:-D
I love this game, I own a copy myself.
Games pretty good, impressive for a solo developer for sure. Unfortunately Godhand spoiled me. Its hard to play other beat em ups as a result.
Lol why the abrupt ending to the interview?
You said you mentioned rare reviews, and what rare reviews besides yourself you mention on this interview talking about Shredder's revenge. The only one I could find that is comparable to yours is BkBlindSide with their similar complaints.
None that I am aware of ha, rare as I m pretty sure there are no other ones
amazing just amazing
Thank you my dude!
@@TheElectricUnderground The talk about the AI is invaluable to me as a developer
Is it possible to get the devs to fix the switch port?, cuz the frame pacing gets so bad that at times it feels like it's running at 30 fps, and i know it's not framedrops since all you gotta do to fix it temporarily is to press the home button, then resume the game.
Oh well for the switch port that is actually handled by the porting studio and not the dev himself, so yeah they better fix that, it s their job to make the ports work well
@@TheElectricUnderground yeah it was a studio called "BlitWorks", and it's unfortunate since it doesn't do the original dev's work justice.
Really nice
Should i play this game even though i have zero experience with beat em up games?
Absofuckinglutely. The only possible downside is that this is so good it might make most Beat Em Ups look bad in comparison as you branch out haha
That was a weird ending.
Yeah was tough because in the og recording we then proceed to shoot the breeze for another hour with a sudden conclusion ha
@@TheElectricUnderground The ending really felt brutal. I would have loved to hear more, like what were his main inspirations. Fight'n Rage has big easter eggs for Final Fight, Cadillacs & Dinosaurs, Violent Storm, Streets of Rage 2 & 3, Street Fighter 2... so I was hoping to hear more about his own experience with those, what he really wanted to keep from these games, what was his biggest model etc. We need a sequel to this video!!!! I can help you with the questions! 😊
What game did he say had perfect pixel art? I wanna check it out, but I can't parse out what he's saying.
Souldiers.
Bub! Why you did not ask him if he will make FIGHT 'N' RAGE 2 SEQUEL?
What's the game mentioned at 1:13:38
Souldiers
here you go :-) th-cam.com/video/NyDioxhMgdU/w-d-xo.html
Amazing game!
what game he said had perfect pixel art? is for my homework.
Souldiers
The best "Sprites" are ironically 7UP and Crystal Clear Pepsi. JK. For real tho. I loved the sprites in Octopath Traveler. Maybe just because the lighting but I found them to look cool (subjective). For backgrounds I love Children of Morta. The game was a disappointment to me but the pixel-art backgrounds did not disappoint.
th-cam.com/video/NyDioxhMgdU/w-d-xo.html Here you go :-)
@@TheElectricUnderground THANKS.
I asked this in the chat already, but have you actually made a game before?
Me? Nope, House of Bullets will be my first. I've made a ton of half finished game projects ha.
game is good
You were doing very well until you blew it big time about the pixel art thing. lol. The artstyle in Fight n Rage is BETTER than the graphics in the games you mentioned. Emulated pixel art using polygons is straight trash and won’t age well. They are not drawn by hand (although the final image is based on a preliminary sketch) and lack SOUL. I’m glad the developer knows what’s good for his work. Graphics wise, nothing should be changed in FnR 2. Keep it low-res and raw. If I had to nitpick, the sequel should get rid of transparencies and lighting effects.
I forgot to mention that FnR is a MASTERPIECE and the only way to improve it is to make expansion packs. If the dev would make an entirely new game, he should conquer another genre, like creating the best hack n slash game: Hack n’ Rage!!!! 😊
Ha I don't think I blew anything. I like fight n rage s art but I don't agree with the dev that 3d mixed with pixel art is not the future. Just because he s my guest doesn't mean I have to agree with him on everything ha. Guilty gear and kof 13 are widely praised for their exceptional art and graphics
@@TheElectricUnderground I’m more interested in what your guest thinks, i.e., why he considers pixel art as superior to 3D renderings. You belong to the school who thinks high resolution and polygons that simulate hand-drawn art are the best things since sliced bread. And there’s another school who considers 2D as timeless. I would argue that Samurai Shodown II and SF3 look infinitely better than any polygon-based fighting game.
I like both 3D and 2D, but don’t compromise gameplay like the latest Guilty Gear.
Will this get a Sega Saturn port??🎉
Needs subtitles. Hard to understand him.
If i was able to sync the time in that would be a cool option, but sadly there is no way I can sit down for hours and add in subs :-( I worked crazy hard on the audio editing, to try and make the conversation as easy to understand as I could.
Best modern beat em up? You mean best beat em up besides Streets of Rage 4 right?
I don't get the hype. I couldn't stand this one after 3 hours or so. Tedious checkpointing and punishing difficulty resulted in me having barely any fun after a while.
Hang in there, it's a more advanced game but absolutely worth the effort.
Do the training mode, I was the same until I learned some strong combos, realised how useful throws were since they make you invincible and how to parry. Plus it's important to learn bosses' moves
Thx but I'm already through with it. The raft section and the bat boss are just a waste of time.
Menial sections spiked at the end with trial and error or gimmicky stuff forcing retries - and redoing the mundane sections prior - are just time sinks and no fun. You want me to play? Make better checkpoints.
I'm not dying to such things, I'm dying to gimmicks and dumb stuff like not being able to run without double tapping. I'm through because these things won't get changed.
Love this stuff! 👊🍕 "simon says style design of Teenage Mutant Ninja Turtles Shredder's Revenge, River City Girls, Scott Pilgram, and these types of games" - so true! Shout out to Sebastián!!