Final Vendetta Review! A New Classic Beat Em' Up!

00:28:39
https://www.youtube.com/watch?v=dc0mRyOYaMQ

Resumo

TLDRDenne anmeldelse af 'Final Vendetta' fremhæver styrkerne i gameplay og design, mens den også adresserer kritikpunkter, såsom sammenligning med klassiske beat-em-ups. Anmelderen finder, at spillet har engagerende mekanik og dybde og nævner dets evne til at fastholde spilleren. Der er også diskussion om sværhedsgraden og prisniveauet, og anmelderen opfordrer til en sequel for at udnytte det potentiale, spillet har.

Conclusões

  • 🎮 Endda skabelse af et dybtgående gameplay-system og karakterer.
  • ✏️ 'Final Vendetta' præsenterer en imponerende mekanik.
  • 💡 Spillet indeholder interessante angrebs- og bevægelsesmekanismer.
  • 🔍 Visuelle ligheder med klassiske spil kan være en ulempe.
  • 🤑 Prisen på $25 kan virke høj for ikke-kernespillere.
  • 📈 Anmelderen efterlyser en sequel for at udnytte potentialet.
  • 📚 Spillet tilbyder skjulte funktioner som stage og boss select.
  • 🕹️ Platformen som Nintendo Switch gør det til en fantastisk håndholdt oplevelse.
  • 🔄 Anmeldelsen advarer imod kritik baseret på at kridt-fodrer.
  • 🏅 Anmelderen har spillet det i over 30 timer, hvilket vidner om gameplayets kvalitet.

Linha do tempo

  • 00:00:00 - 00:05:00

    Anmelderen introducerer et nyt beat'em up-spil kaldet Final Vendetta, der blev udgivet samtidig med Turtles: Shredders Revenge. Der er en bemærkning om, at mange kritikere overser Final Vendetta, til trods for at det tilbyder et solidt gameplay, der fortjener mere opmærksomhed. Anmelderen er kritisk over for den generelle holdning, der synes at mangle forståelse for, hvad arcade-spil virkelig tilbyder, samt vigtigheden af at vurdere dem ud fra deres unikke elementer og mekanik.

  • 00:05:00 - 00:10:00

    Anmelderen forklarer, hvordan Final Vendetta's gameplay er dybt og engagerende med innovative bevægelses- og angrebsmekanikker. Karaktererne har specifikke greb og combos, og spillet belønner dybere forståelse af spilmekanikkerne. Kritikere, der nævner, at spillet er langsomt og stift, tager fejl; hurtige og præcise bevægelser er grundlaget for en god oplevelse.

  • 00:10:00 - 00:15:00

    Fokus på bevægelsesmønstret i Final Vendetta afslører, at spillet tillader hurtige, præcise indgreb uden inertial movement. Derudover introducerer sidestep-mekanikker, der forbedrer dodging og reaktion under kamp. Spillet inkluderer også en super- og specialangrebssystem, som tilføjer strategiske dybder til kampene, hvilket kan resultere i dynamiske og taktile spilleroplevelser.

  • 00:15:00 - 00:20:00

    Anmelderen bemærker niveaudesignet som en styrke ved Final Vendetta. Spillets niveauer er sammenhængende med en god rytme, og der er diversitet blandt scenarierne, hvilket holder gameplayet frisk. Dette står i kontrast til andre moderne beat'em ups, der ofte struggles med overfyldte og dårligt designede niveauer.

  • 00:20:00 - 00:28:39

    Afslutningsvis opfordrer anmelderen udviklerne til at lave en efterfølger og pointerer, at det er sjældent, at indie-udviklere laver direkte opfølgere til succesrige spil. Anmelderen føler, at Final Vendetta har potentiale til at udveksle idéer til fremtidige titler, og selvom prisen på 25 USD kan være en hindring for nogle spillere, mener anmelderen, at det er et værdifuldt køb for beat'em up-fans.

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Vídeo de perguntas e respostas

  • What is 'Final Vendetta'?

    'Final Vendetta' is a new beat-em-up game that was released alongside 'Turtles: Shredders Revenge'.

  • Why does the reviewer recommend 'Final Vendetta'?

    The reviewer finds the game's mechanics engaging, appreciates its depth, and has invested significant gameplay hours, indicating strong enjoyment.

  • What are the key features of 'Final Vendetta'?

    The game features distinct character mechanics, a robust combat system, and well-designed levels.

  • How does 'Final Vendetta' compare to other beat-em-ups?

    Unlike some other titles, 'Final Vendetta' shows more depth in combat mechanics and has a strong arcade-like design.

  • What criticism does 'Final Vendetta' face?

    Some reviews mention its visual similarities to older games and initial difficulty barriers.

  • What is the price of 'Final Vendetta'?

    The game is priced at $25, which some might find steep.

  • Does the reviewer think 'Final Vendetta' needs a sequel?

    Yes, the reviewer expresses a strong desire for a sequel to further develop the game's potential.

  • Are there hidden features in 'Final Vendetta'?

    Yes, the game includes hidden stage and boss select options.

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  • 00:00:02
    [Music]
  • 00:00:29
    hello everyone welcome to my review of
  • 00:00:31
    final vendetta a brand new beat em up
  • 00:00:34
    that came out the same weekend as the
  • 00:00:36
    turtles shredders revenge beat them up
  • 00:00:38
    that is getting so much attention and
  • 00:00:40
    praise and people are talking about it
  • 00:00:42
    you know it's the greatest thing ever
  • 00:00:44
    made and beat-em-ups are back
  • 00:00:46
    which is fine you know if people want to
  • 00:00:47
    feel that way but i think it's a little
  • 00:00:49
    bit funny and sort of ironic they're all
  • 00:00:51
    going on about how beat-em-ups are back
  • 00:00:53
    they're kicking ass and yet they don't
  • 00:00:55
    review final vendetta i don't really
  • 00:00:57
    talk about it that much and all the
  • 00:00:59
    reviews of final vendetta are kind of
  • 00:01:00
    like yeah it's a beat em up seven out of
  • 00:01:03
    ten i've gone through and sort of read
  • 00:01:04
    the critical evaluation of the game this
  • 00:01:07
    is something i might start doing with
  • 00:01:08
    most of my reviews going forward just
  • 00:01:10
    because i think it's fascinating to talk
  • 00:01:11
    about at least with arcade style games
  • 00:01:14
    that get coverage and a lot of the
  • 00:01:16
    reviews were saying there's nothing
  • 00:01:18
    necessarily that bad about it but
  • 00:01:21
    it doesn't have
  • 00:01:22
    magic secret sauce to make it a great
  • 00:01:25
    game so it kind of might as well not
  • 00:01:27
    even exist that was the vibe i was
  • 00:01:29
    getting and i don't agree with this
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    perspective of how arcade games should
  • 00:01:34
    be
  • 00:01:34
    viewed and evaluated because really
  • 00:01:37
    if you go ahead and you go through a lot
  • 00:01:39
    of the reviews of arcade games what they
  • 00:01:42
    almost always hone in on is the polarity
  • 00:01:46
    mechanic of the game or the real
  • 00:01:49
    hook of what makes a game distinctive
  • 00:01:52
    from other arcade games because i think
  • 00:01:53
    sometimes reviewers can't really tell
  • 00:01:56
    the difference between arcade games
  • 00:01:57
    without that sort of thing so for
  • 00:01:59
    example if you read an ikaruga review
  • 00:02:02
    and i have a whole video sort of going
  • 00:02:04
    over these reviews and talking about
  • 00:02:05
    them every single one is going to talk
  • 00:02:07
    about how the polarity mechanic is a
  • 00:02:09
    puzzle element and how icarus is
  • 00:02:11
    actually kind of a secret puzzle game
  • 00:02:14
    and you'll see this with a lot of
  • 00:02:15
    reviews of arcade games where they're
  • 00:02:17
    really
  • 00:02:19
    searching for that central mechanic and
  • 00:02:22
    if you're looking for that with final
  • 00:02:23
    vendetta um i don't think you're gonna
  • 00:02:25
    find it other than i guess uh maybe some
  • 00:02:27
    of the crazy exploits and fun things you
  • 00:02:29
    can do but why i am heavily recommending
  • 00:02:32
    this game is because when i picked it up
  • 00:02:33
    last week i ended up playing it for
  • 00:02:36
    about 15 hours to get the review footage
  • 00:02:38
    to get my sort of teeth into the
  • 00:02:40
    gameplay and have a real solid
  • 00:02:42
    foundation of what i'm talking about and
  • 00:02:44
    normally in that stage of the review
  • 00:02:46
    i've played it for a long time i've got
  • 00:02:48
    all the footage i need i've done
  • 00:02:50
    everything i need to do as a reviewer i
  • 00:02:52
    will usually move on because i have a
  • 00:02:54
    giant pipeline of projects coming at me
  • 00:02:56
    constantly that i need to get through
  • 00:02:58
    but final vendetta
  • 00:02:59
    it got its hooks in me and i kept
  • 00:03:01
    playing the game even when it no longer
  • 00:03:03
    made sense as a review i went ahead i
  • 00:03:06
    got clears with all three characters i
  • 00:03:08
    plan to continue to play the game and
  • 00:03:10
    get ultra clears with all three
  • 00:03:11
    characters because i can't put the game
  • 00:03:14
    down and since i put it on my switch one
  • 00:03:17
    of its strongest advantages is playing
  • 00:03:19
    beat em ups on it because i think beat
  • 00:03:20
    em ups are very good as handheld games
  • 00:03:23
    shmups not as much because of the tiny
  • 00:03:25
    screen and all that but beat em ups
  • 00:03:27
    that's not an issue and so i've been
  • 00:03:29
    practicing and playing the game i
  • 00:03:31
    probably put 30 hours into final
  • 00:03:33
    vendetta at this point and i'm still
  • 00:03:35
    going and i'm still finding stuff i
  • 00:03:38
    think the issue with this game is like
  • 00:03:40
    the polar opposite of
  • 00:03:44
    icarus revenge on the surface you look
  • 00:03:47
    at ikaruga this is not anything against
  • 00:03:50
    agruga oh you throw a polarity mechanic
  • 00:03:52
    in a shmup and now it's amazing that's
  • 00:03:54
    not how it works
  • 00:03:56
    but i think that's what reviewers were
  • 00:03:58
    looking for for a final vendetta they
  • 00:03:59
    didn't find it so they're like okay move
  • 00:04:01
    on pass
  • 00:04:02
    battle vendetta is actually one of those
  • 00:04:04
    games where the more you play it the
  • 00:04:06
    more you get into it the more you start
  • 00:04:08
    to understand the combat system all the
  • 00:04:10
    tech and mechanics and this thing's got
  • 00:04:12
    like a list of attacks and mechanics and
  • 00:04:15
    tech i got went through and played 10
  • 00:04:17
    hours not even knowing all the tech in
  • 00:04:18
    the game
  • 00:04:20
    once you start getting deeper and deeper
  • 00:04:21
    into the level design into the enemy
  • 00:04:23
    design into the boss fights into the
  • 00:04:26
    mechanics the game really opens itself
  • 00:04:29
    up more and more and more and i find it
  • 00:04:31
    a really deep and surprisingly well made
  • 00:04:34
    game
  • 00:04:35
    from a western beat-em-up studio and
  • 00:04:37
    let's be honest western studios have
  • 00:04:40
    always struggled a little bit with the
  • 00:04:41
    arcade genres with shmups with beat em
  • 00:04:44
    ups they
  • 00:04:45
    really struggle a lot of the times to
  • 00:04:47
    nail the fundamentals of the genre and
  • 00:04:50
    make those fundamentals sound and fun
  • 00:04:52
    and final vendetta really does that for
  • 00:04:54
    me so let's get into the mechanics of
  • 00:04:57
    the gameplay and what i think really
  • 00:04:59
    stands out about it and why i disagree
  • 00:05:02
    with the other reviews that are saying
  • 00:05:04
    oh it does nothing new or nothing
  • 00:05:05
    interesting so on the movement side of
  • 00:05:07
    things
  • 00:05:08
    you actually can go into a full run in
  • 00:05:11
    the game double tapping you go into a
  • 00:05:13
    run like streets range and when you let
  • 00:05:16
    off you instantly stop there's no
  • 00:05:18
    inertia there's no sliding you instantly
  • 00:05:21
    stop so you can set up all these very
  • 00:05:24
    precise movements and maneuvers but
  • 00:05:26
    you're also moving around the screen
  • 00:05:28
    quickly instead of just slowly walking
  • 00:05:30
    around so the run mechanics are well
  • 00:05:33
    thought through they're well made and
  • 00:05:34
    then on top of that you've got the throw
  • 00:05:37
    system there's all kinds of fun stuff
  • 00:05:39
    and they're character specific as well
  • 00:05:40
    so with different characters you can
  • 00:05:42
    pummel them you can go into different
  • 00:05:44
    combo strings out of the throws like
  • 00:05:46
    duke has a string where either he'll
  • 00:05:48
    reset them if you do close up and that
  • 00:05:51
    kind of puts them in a nice reset loop
  • 00:05:53
    or does a lot of damage or if there's
  • 00:05:55
    people coming in on you and you want a
  • 00:05:57
    crowd control if you hold forward he'll
  • 00:05:59
    end his uh pummel string on his grab
  • 00:06:01
    with a kick and you can sort of crowd
  • 00:06:03
    control with the kick and the game has a
  • 00:06:06
    lot of tools like that that work really
  • 00:06:08
    well and once you get a feel for it
  • 00:06:11
    the flow of the game starts to come
  • 00:06:13
    together and the gameplay starts to
  • 00:06:15
    really pick up i was going through and
  • 00:06:16
    reading some of the steam reviews and
  • 00:06:18
    some of the
  • 00:06:19
    things people were saying and people
  • 00:06:20
    were saying oh it's a slow old stiff
  • 00:06:22
    beat'em up no it's not it's absolutely
  • 00:06:25
    not that and just on top of that what
  • 00:06:28
    they went ahead and did is they beefed
  • 00:06:30
    up the sidestep in the game and i really
  • 00:06:32
    liked this choice so usually when you
  • 00:06:35
    play
  • 00:06:36
    older beat em ups that have a side roll
  • 00:06:38
    like streets of rage has this side roll
  • 00:06:40
    mechanic it's good it's useful
  • 00:06:43
    but it's always kind of a little bit
  • 00:06:45
    funky and clunky and very situational in
  • 00:06:48
    this game the side step is buffed to the
  • 00:06:52
    point where you can sidestep around
  • 00:06:54
    really smoothly and cleanly and it comes
  • 00:06:58
    in handy in the boss fights it comes in
  • 00:06:59
    handy in crowd control it just really
  • 00:07:01
    opens up the movement system of the game
  • 00:07:03
    so i love the beefed up side step i love
  • 00:07:05
    the runs i love the grabs i love the
  • 00:07:07
    combos then there's a desperation super
  • 00:07:10
    and i think the way this works is really
  • 00:07:12
    cool so if you have your desperation
  • 00:07:14
    attack if you hit whatever button
  • 00:07:16
    combination i'll show this chart on
  • 00:07:18
    screen because i lose track of what
  • 00:07:19
    buttons do what but you hit your
  • 00:07:22
    desperation attack
  • 00:07:23
    and it does a hell of a lot of health
  • 00:07:25
    damage to you
  • 00:07:27
    based on how much your super meter is
  • 00:07:29
    full so if you have a full super meter
  • 00:07:30
    it does no damage to you
  • 00:07:32
    empty super meter it takes a lot of
  • 00:07:34
    damage if you have sort of like a half
  • 00:07:35
    super meter it'll take less health i
  • 00:07:37
    think that is the way it works hopefully
  • 00:07:39
    that's the way it works and what's
  • 00:07:40
    really cool about this system is
  • 00:07:42
    this game has a real authentic
  • 00:07:45
    beat-em-up vibe that you just don't see
  • 00:07:48
    in many modern beat-em-ups these days
  • 00:07:50
    because most modern beat-em-ups do not
  • 00:07:52
    want to be too punishing on you they
  • 00:07:54
    don't want to really emphasize
  • 00:07:56
    positioning damage mitigation and sort
  • 00:07:59
    of making these hard choices at times
  • 00:08:01
    usually they want to hold your hand and
  • 00:08:03
    make it so that you have a thousand
  • 00:08:04
    chances to get out of a situation
  • 00:08:06
    whereas in this game
  • 00:08:08
    if you're sitting in the corner you have
  • 00:08:10
    already made the mistake and now you
  • 00:08:12
    must be punished and so the question is
  • 00:08:14
    how are you going to wiggle out of this
  • 00:08:16
    can you figure out a strategy to get out
  • 00:08:18
    or do you have to just eat the damage
  • 00:08:20
    and do a desperation attack or what's
  • 00:08:22
    going to be the best option there and i
  • 00:08:24
    can see some players being frustrated
  • 00:08:26
    with this style of design but for me i
  • 00:08:28
    absolutely love it i think it's engaging
  • 00:08:31
    i think it's fun i think having that
  • 00:08:33
    danger element to the enemies into the
  • 00:08:36
    design is really a fundamental element
  • 00:08:38
    of beat em ups that takes them to the
  • 00:08:40
    next level and so that's the desperation
  • 00:08:42
    attack system and then you have a
  • 00:08:44
    special attack and block so a word on
  • 00:08:48
    block don't worry about block
  • 00:08:50
    [Music]
  • 00:08:56
    and then you have the special attack
  • 00:08:58
    system and they're all very good because
  • 00:09:00
    they all really help the characters with
  • 00:09:02
    different positioning situations so
  • 00:09:05
    dukes in the version you're seeing i'm
  • 00:09:07
    playing here
  • 00:09:08
    is actually broken because you can do
  • 00:09:10
    cancels out of it and stuff and you can
  • 00:09:12
    like loop it and chain it together
  • 00:09:14
    infinitely by the time you guys pick up
  • 00:09:16
    the game though it has just been patched
  • 00:09:17
    so that will no longer be available to
  • 00:09:19
    you so normally what duke's a special
  • 00:09:22
    attack does it's a great way where if
  • 00:09:24
    you get a bunch of enemies sort of piled
  • 00:09:26
    up together attack them all at once in
  • 00:09:29
    this big massive string where you're not
  • 00:09:32
    having people fall out or try and get
  • 00:09:34
    around you and uh same thing with
  • 00:09:36
    claire's hadouken where it's really good
  • 00:09:39
    for playing keep out with enemies with
  • 00:09:41
    longer limbs but also it's really good
  • 00:09:43
    where when you pack up a bunch of
  • 00:09:45
    enemies together and you want to deal
  • 00:09:47
    with them in unison with one another the
  • 00:09:50
    special hadouken really works for that
  • 00:09:52
    miller's special attack this sort of
  • 00:09:55
    cloud thing he punches out there what's
  • 00:09:57
    really great about that is it has this
  • 00:09:59
    really long active hitbox on it and it
  • 00:10:03
    knocks things down so what you can do is
  • 00:10:04
    you can let it out and you can start
  • 00:10:06
    sidestepping around it and kind of use
  • 00:10:08
    it sort of like a sonic boom that guile
  • 00:10:11
    does in street fighter where you can use
  • 00:10:12
    it to position and
  • 00:10:14
    keep people out because miller is slow
  • 00:10:16
    and clunky the play styles of the
  • 00:10:19
    special attacks and the play styles of
  • 00:10:20
    the characters i think they match
  • 00:10:22
    together really well you can use them in
  • 00:10:24
    different combos don't neglect the
  • 00:10:26
    special attack is what i'm saying and
  • 00:10:27
    then from there there's another mechanic
  • 00:10:29
    that i really liked a lot and i hope
  • 00:10:31
    more beat-em-ups start doing this and i
  • 00:10:33
    don't think this is the first game to do
  • 00:10:35
    it but normally in a beat-em-up what
  • 00:10:36
    happens is you're fighting an enemy you
  • 00:10:39
    knock them down and once they're down on
  • 00:10:41
    the ground they're fully invulnerable
  • 00:10:43
    and then you have to sort of set
  • 00:10:45
    yourself up okazeme style for fighting
  • 00:10:47
    game players and usually what's kind of
  • 00:10:49
    ironic about this in a lot of old school
  • 00:10:51
    beat em ups is knocking the enemy down
  • 00:10:54
    is actually not that advantageous of a
  • 00:10:56
    position because they get so much
  • 00:10:57
    iframes and so many things can happen
  • 00:10:59
    while while they're on the ground so
  • 00:11:01
    instead what you can do in a lot of old
  • 00:11:03
    school beat em ups is do these crazy
  • 00:11:05
    stun lock combos so i'll show in batman
  • 00:11:08
    returns for example you can guard cancel
  • 00:11:09
    your punches and so you can leave the
  • 00:11:11
    enemies standing and then you can just
  • 00:11:13
    hit them and hit them and hit them and
  • 00:11:14
    kill them without knocking them down
  • 00:11:16
    that's usually actually a much more
  • 00:11:17
    effective method of crowd control sailor
  • 00:11:19
    moon has the same thing where you do
  • 00:11:20
    turn around cancels the original final
  • 00:11:22
    fight has the same thing turnaround
  • 00:11:24
    cancels what's interesting about final
  • 00:11:26
    vendetta though and it shows that the
  • 00:11:28
    developer is well aware of the
  • 00:11:30
    strategies of the genre is final
  • 00:11:31
    vendetta does not actually allow you to
  • 00:11:33
    do these punch cancel stun cancel things
  • 00:11:36
    they want you to play
  • 00:11:38
    more honestly and what i like about that
  • 00:11:40
    is usually the problem with these types
  • 00:11:43
    of games like final fight for example is
  • 00:11:45
    they're a little bit over centralized to
  • 00:11:47
    the point where you kind of have to use
  • 00:11:49
    them you'd be stupid not to but since
  • 00:11:51
    final vendetta recognizes okay we don't
  • 00:11:53
    want you to do turn around punch cancels
  • 00:11:56
    the entire time uh that really actually
  • 00:11:58
    opens up the gameplay more to more
  • 00:12:01
    traditional styles and now you're
  • 00:12:03
    actually having to engage with the frame
  • 00:12:05
    data of your attacks a little bit more
  • 00:12:06
    and that sort of thing where a lot of
  • 00:12:08
    old school beat em ups you can
  • 00:12:09
    circumvent all of that just by learning
  • 00:12:11
    punch cancels but getting back to the
  • 00:12:14
    knockdown system what can make that kind
  • 00:12:16
    of boring is you do a full combo and you
  • 00:12:18
    kind of don't really get as much of a
  • 00:12:20
    payoff as you would have if you're able
  • 00:12:23
    to stun lock them or find other
  • 00:12:25
    workarounds because they're sitting on
  • 00:12:27
    the ground but what's cool about final
  • 00:12:29
    vendetta is with your special attack if
  • 00:12:31
    you stand over them you can actually
  • 00:12:33
    kick them and kicking them is really
  • 00:12:35
    cool for two reasons one it damages them
  • 00:12:37
    so you can actually finish off a lot of
  • 00:12:39
    enemies by doing a combo they hit the
  • 00:12:41
    ground you can walk over and kick them
  • 00:12:42
    and just kill them by kicking them to
  • 00:12:43
    death but what's more cool about it is
  • 00:12:46
    that it will reset them in different
  • 00:12:48
    ways usually if you're kicking them with
  • 00:12:50
    enough kicks depending on the enemy
  • 00:12:52
    it'll stand them back up and so you can
  • 00:12:54
    get around this issue of you're knocking
  • 00:12:58
    enemies down and then they're just
  • 00:12:59
    laying on the ground and then you're
  • 00:13:01
    sort of waiting for them to become
  • 00:13:03
    active again i thought that was a really
  • 00:13:04
    cool way to keep the momentum of the
  • 00:13:07
    combat going and keeping it fresh and
  • 00:13:09
    fun so overall combat system wise i
  • 00:13:12
    really liked everything they did i liked
  • 00:13:14
    all the designs decisions i wouldn't
  • 00:13:16
    really change too much about the combat
  • 00:13:18
    system i thought it came out super well
  • 00:13:21
    on top of that the game isn't just well
  • 00:13:23
    made in terms of combat i also think
  • 00:13:25
    it's very well made in terms of its
  • 00:13:27
    level design so we talked about this
  • 00:13:29
    with shredders revenge and i do know
  • 00:13:31
    that i was more critical of that game
  • 00:13:32
    than basically anyone else that being
  • 00:13:35
    said though even ign
  • 00:13:38
    pointed this out so if ign is pointing
  • 00:13:39
    this out and i'm pointing it out
  • 00:13:42
    usually that means no matter where you
  • 00:13:44
    are in terms of reviewing stuff
  • 00:13:47
    this is an issue which is in shredders
  • 00:13:49
    revenge the level design by the end
  • 00:13:51
    becomes bloated it becomes sort of messy
  • 00:13:54
    and ugly and absolute grind if you're
  • 00:13:57
    trying to go for no death clears as i've
  • 00:13:59
    heard so what i really love about final
  • 00:14:02
    vendetta it's got a really nice pace to
  • 00:14:04
    the level design where there's a good
  • 00:14:05
    amount of stages about 40 minutes worth
  • 00:14:07
    30 minutes worth that you would get in a
  • 00:14:09
    classic arcade game and they've got
  • 00:14:11
    different zones they've got different
  • 00:14:13
    areas they flow together super nicely
  • 00:14:17
    there's no
  • 00:14:18
    level of the game that i dislike that i
  • 00:14:20
    think is poorly made probably my least
  • 00:14:22
    favorite area of the game is the docks
  • 00:14:25
    but the docks still are solid and of
  • 00:14:28
    course with arcade game design there's
  • 00:14:30
    always that one stage with that little
  • 00:14:31
    extra jank that little extra weirdness
  • 00:14:34
    but even what i would consider the
  • 00:14:35
    weakest stage of the game i think is
  • 00:14:37
    solid and it wasn't like i was rolling
  • 00:14:39
    my eyes by the time i got to it so
  • 00:14:41
    overall i think the tightness of the
  • 00:14:43
    combat the tightness of the stage design
  • 00:14:46
    all of the elements as far as the core
  • 00:14:48
    gameplay and the real attention to
  • 00:14:49
    detail the developer definitely kept an
  • 00:14:52
    eye on the main fundamentals and really
  • 00:14:55
    i think did an excellent job and i think
  • 00:14:57
    there's a lot of potential here there's
  • 00:14:59
    real talent here with this beat em up
  • 00:15:01
    and i don't say that very lightly so
  • 00:15:03
    that being said let's talk about some
  • 00:15:05
    other controversial aspects of the game
  • 00:15:07
    that i think will be interesting one of
  • 00:15:09
    them was that the developer decided at
  • 00:15:11
    least on initial release and i think
  • 00:15:13
    this has been patched but initially on
  • 00:15:14
    release it was decided you have to one
  • 00:15:17
    cc the game on hard mode i actually
  • 00:15:20
    really liked this decision i thought it
  • 00:15:22
    was a really smart decision here's why
  • 00:15:25
    shmups have run into the issue of the
  • 00:15:28
    credit feed in reviews and with new
  • 00:15:30
    players so what happens is and you can
  • 00:15:32
    see a lot of old shmup reviews were like
  • 00:15:34
    this in the 360 days they'd buy the game
  • 00:15:36
    they'd credit feed it for 30 minutes
  • 00:15:39
    then they'd say done
  • 00:15:42
    game complete you know they considered
  • 00:15:44
    credit feeding it as long as you get to
  • 00:15:45
    that end screen and you saw all the
  • 00:15:48
    enemies and bosses you have completed
  • 00:15:50
    the game and so a lot of people would
  • 00:15:52
    undervalue the game in terms of the
  • 00:15:54
    content and stuff there because they
  • 00:15:56
    would just credit feed their way to the
  • 00:15:58
    end and move on well the developers
  • 00:16:00
    there's different ways to deal with this
  • 00:16:01
    but i think one way to deal with it that
  • 00:16:03
    i appreciate is just no you can't credit
  • 00:16:06
    feed so now you have to re-experience
  • 00:16:08
    the game
  • 00:16:09
    in an arcade sort of setting and with a
  • 00:16:12
    beat-em-up i think it's totally fair to
  • 00:16:14
    do this i don't think beat-em-ups are as
  • 00:16:16
    punishing as shmups difficulty-wise as
  • 00:16:18
    much and so going through and replaying
  • 00:16:21
    the stages in the beat em up i think is
  • 00:16:22
    very fair because not only are you
  • 00:16:25
    learning the initial stages better but
  • 00:16:26
    you're learning the combat system better
  • 00:16:28
    and so for example it took me four or
  • 00:16:31
    five tries to get the one cc and i
  • 00:16:33
    learned each time along the way
  • 00:16:35
    and what's really cool is that the game
  • 00:16:37
    isn't as cruel as reviewers are saying
  • 00:16:40
    if you read the initial reviews i was
  • 00:16:41
    like this is for hardcore players only
  • 00:16:43
    you need to be the greatest beat-em-up
  • 00:16:45
    player of all time to like this game i
  • 00:16:47
    don't think it was particularly
  • 00:16:49
    difficult in terms of beat em up i mean
  • 00:16:51
    it was tough but i don't think it was
  • 00:16:53
    out of the ordinary difficult or
  • 00:16:55
    anything and also the game gives you a
  • 00:16:57
    crapload of resources to work with so
  • 00:16:59
    instead of starting the game with two
  • 00:17:01
    lives it just gives you a bunch of
  • 00:17:03
    extends up front and i thought this was
  • 00:17:05
    a really good compromise so it's like
  • 00:17:07
    okay we're not gonna make you learn how
  • 00:17:09
    to do scoring things and stuff like that
  • 00:17:11
    to get the majority of your extends
  • 00:17:12
    we're just gonna give them to you so you
  • 00:17:14
    have those to play with but at the same
  • 00:17:17
    time we're not going to let you just
  • 00:17:18
    credit spam your way to the end a lot of
  • 00:17:20
    reviews were saying well this game needs
  • 00:17:22
    some sort of stage select in order to
  • 00:17:25
    make this feasible because you know you
  • 00:17:27
    have to practice the stages and
  • 00:17:28
    everything which i agree with and the
  • 00:17:30
    funny thing is is that there is a states
  • 00:17:32
    alike the game has one it's just hidden
  • 00:17:34
    behind a code so i'm not gonna fault
  • 00:17:37
    reviewers too much for overlooking that
  • 00:17:39
    but there is actually a stage select
  • 00:17:41
    it's hidden behind a code not only is
  • 00:17:43
    there a stage like there's also a boss
  • 00:17:44
    select now there's training mode which
  • 00:17:47
    is fun that's kind of like a street
  • 00:17:48
    fighter 4
  • 00:17:49
    you have enemies come in and you can
  • 00:17:51
    practice against them and stuff
  • 00:17:52
    but outside of that you can actually
  • 00:17:55
    play the bosses in their stage context
  • 00:17:57
    by going to the hidden menu
  • 00:18:00
    selecting the stage then you go to boss
  • 00:18:02
    rush and it will boss rush onto
  • 00:18:05
    the stage you selected so that's how i
  • 00:18:07
    practiced the final boss over and over
  • 00:18:09
    using the
  • 00:18:10
    hidden stage select so that was cheeky
  • 00:18:12
    of them to hide it but it is in there at
  • 00:18:14
    least uh the code is you hold left you
  • 00:18:16
    press x and b if you're playing on a
  • 00:18:19
    switch or whatever and then hit start on
  • 00:18:21
    the off while your cursor is on the
  • 00:18:22
    options menu that opens the hidden menu
  • 00:18:24
    it also has infinite health so if you
  • 00:18:26
    really are mad about it not allowing you
  • 00:18:28
    to credit spam your way through because
  • 00:18:31
    infinite health your way through it i
  • 00:18:32
    mean what's the difference so many
  • 00:18:34
    people complained about this in reviews
  • 00:18:36
    and so many people complain about this
  • 00:18:38
    in steam reviews i think the developers
  • 00:18:40
    were like all right fine i thought it
  • 00:18:42
    was pretty cool that they initially
  • 00:18:43
    decided no we're gonna take a bold step
  • 00:18:46
    here and make you actually play the game
  • 00:18:48
    and get your money's worth out of it
  • 00:18:49
    before you just play it for half an hour
  • 00:18:51
    and discard it so i have no issues with
  • 00:18:53
    the continuation system i thought it was
  • 00:18:55
    a fun idea another critique that i've
  • 00:18:57
    heard of the game is with the game's
  • 00:18:59
    visuals and animations and i do share
  • 00:19:01
    some critiques with this one so one
  • 00:19:03
    critique that some people have said is
  • 00:19:05
    that the animations are a little too
  • 00:19:07
    similar to final fight and other
  • 00:19:09
    beat-em-ups that it was inspired by and
  • 00:19:11
    i thought this is interesting because i
  • 00:19:13
    have a bit of a different outlook on
  • 00:19:15
    this then i also got a really fun theory
  • 00:19:17
    about it from bog hog so my outlook on
  • 00:19:20
    this is when it comes to these dead old
  • 00:19:24
    ass ips that have been left in history
  • 00:19:26
    that we all love arcade players love i
  • 00:19:29
    personally don't have any issue
  • 00:19:32
    with heavy
  • 00:19:33
    heavy
  • 00:19:35
    borrowing from those games as long as
  • 00:19:37
    they're legally distinct to where you're
  • 00:19:39
    not going to get sued to me i actually
  • 00:19:41
    think it's kind of refreshing to see a
  • 00:19:43
    new ip that is trying to follow up in
  • 00:19:46
    spirit on these dead ips and doing their
  • 00:19:49
    best to do so and being incredibly
  • 00:19:52
    incredibly alike to the originals i have
  • 00:19:55
    no problem with any of that as long as
  • 00:19:57
    you make it legally distinctive enough
  • 00:19:59
    not to get sued i think that's perfectly
  • 00:20:01
    fine because in these cases it's almost
  • 00:20:03
    kind of refreshing because like let's
  • 00:20:05
    say you're making an unofficial attempt
  • 00:20:07
    to follow up final fight and streets of
  • 00:20:09
    rage in that case
  • 00:20:11
    you have to deliver on the gameplay you
  • 00:20:14
    have to deliver in quality you can't
  • 00:20:17
    ride on top of the ip and just funnel
  • 00:20:20
    crappy gameplay into the ip and be like
  • 00:20:22
    well there you go there's the sequel and
  • 00:20:24
    we see this over and over again across
  • 00:20:26
    these old school genres where someone
  • 00:20:28
    buys the ip then they make some shitty
  • 00:20:30
    follow-up but because it bears the name
  • 00:20:33
    of the ip it naturally gets recognition
  • 00:20:37
    where this sort of strategy of okay i'm
  • 00:20:39
    going to follow up the iep with my own
  • 00:20:42
    but it's going to have to deliver on the
  • 00:20:44
    gameplay side of things and quality for
  • 00:20:46
    people to take it seriously i have no
  • 00:20:48
    problem with that and then bog hog's
  • 00:20:50
    theory was that the reason why the
  • 00:20:52
    animations he suspects that they
  • 00:20:54
    actually programmed the game using
  • 00:20:57
    sprites from the beat em ups and then
  • 00:21:00
    they realized because beat-em-ups are so
  • 00:21:03
    sensitive to hitbox and animations and
  • 00:21:05
    making them make sense they realized oh
  • 00:21:07
    crap we tied all these attacks and
  • 00:21:10
    animations to the old sprites and their
  • 00:21:13
    animations and so we would either need
  • 00:21:15
    to recode all the attacks and animations
  • 00:21:18
    which would break the balance of the
  • 00:21:19
    game or we need to kind of have
  • 00:21:21
    extremely similar animations basically
  • 00:21:24
    and i think i think that's a very good
  • 00:21:26
    theory and i agree that's probably what
  • 00:21:27
    ended up happening and why the
  • 00:21:28
    animations are so similar because they
  • 00:21:31
    probably did use placeholder sprites
  • 00:21:34
    from the original the visuals are solid
  • 00:21:37
    i think a lot of the elements of the
  • 00:21:38
    game are very well done as far as the
  • 00:21:40
    sprite art and giving you that sort of
  • 00:21:42
    neo geo feel and i think that's what
  • 00:21:44
    they're going for and for me it works i
  • 00:21:46
    love the neo geo i love this style
  • 00:21:48
    it definitely does remind me of final
  • 00:21:50
    fight in those types of games
  • 00:21:52
    my critique though
  • 00:21:54
    is that in comparison to the neo geo
  • 00:21:57
    originals in comparison to stuff like
  • 00:21:59
    snk
  • 00:22:00
    and sort of the source material they're
  • 00:22:02
    borrowing from i think a lot of the
  • 00:22:04
    designs are a little bit underwhelming
  • 00:22:07
    they're a little bit flat they don't
  • 00:22:09
    quite have enough flair so what i think
  • 00:22:12
    would be cool if they're trying to patch
  • 00:22:14
    things and add things is if they sort of
  • 00:22:16
    worked on these sprites a little bit and
  • 00:22:18
    sort of touched them up especially
  • 00:22:19
    claire let's admit it claire's sprite is
  • 00:22:22
    a little bland it's a little boring they
  • 00:22:25
    went in there and sort of beefed it up
  • 00:22:27
    snk style for the most part i do like
  • 00:22:29
    the way duke and miller look but still i
  • 00:22:33
    think all the main characters and all
  • 00:22:34
    the enemies could use just a little
  • 00:22:36
    touch up a little extra flare because i
  • 00:22:38
    do think they're a little flat
  • 00:22:40
    but all that being said now let's sort
  • 00:22:42
    of summarize what you have on offer here
  • 00:22:44
    so you have final vendetta which comes
  • 00:22:45
    with an incredible arcade mode
  • 00:22:48
    very very
  • 00:22:50
    faithfully well made in terms of the
  • 00:22:53
    genre in terms of that genuine
  • 00:22:56
    delicious gameplay feel where it's all
  • 00:22:58
    about trading hitboxes back and forth
  • 00:23:01
    and really tactical positioning and if
  • 00:23:04
    you're messing up you are gonna get your
  • 00:23:06
    ass punished and you're gonna remember
  • 00:23:08
    okay i cannot position myself this way
  • 00:23:10
    in the future
  • 00:23:11
    not a lot of get out of jail free cards
  • 00:23:13
    excellent there i do think it is
  • 00:23:15
    bringing new ideas together in a way
  • 00:23:18
    that i think is compelling and not
  • 00:23:19
    something you're gonna easily find you
  • 00:23:20
    know bringing them together in this
  • 00:23:22
    unique ip i think really works the sum
  • 00:23:26
    total of all the individual parts i
  • 00:23:27
    think is greater than the individual
  • 00:23:30
    parts if that makes sense so like the
  • 00:23:31
    ability to be able to run and then have
  • 00:23:34
    this great grab game like in final fight
  • 00:23:36
    then being able to knock them to the
  • 00:23:38
    ground and then have the ability to kick
  • 00:23:40
    them and have some sort of ground attack
  • 00:23:43
    metagame on top of that and miller has a
  • 00:23:45
    really cool one because he can come in
  • 00:23:46
    and pile drive enemies and he has a
  • 00:23:49
    really distinctive full uh ground game
  • 00:23:51
    because of that but all those elements
  • 00:23:53
    keep the flow of the gameplay up tempo
  • 00:23:56
    and then being mindful of exploits and
  • 00:23:59
    being sure and they're not too over
  • 00:24:01
    centralizing and i know there's going to
  • 00:24:03
    be exploits in the game but it seems
  • 00:24:05
    like the devs are pretty on top of
  • 00:24:08
    patching them and so before we get to
  • 00:24:10
    the conclusion i have one
  • 00:24:12
    last message specifically
  • 00:24:15
    for the developers of the game so i'm
  • 00:24:17
    talking to you devs which is
  • 00:24:19
    please
  • 00:24:21
    i'm begging you
  • 00:24:22
    please make a sequel and the reason why
  • 00:24:25
    i decided to include this plea to you
  • 00:24:28
    is because
  • 00:24:29
    i'm not just trying to be a fanboy
  • 00:24:30
    anything like that the reason why is
  • 00:24:32
    because
  • 00:24:34
    modern indie game developers
  • 00:24:36
    do not make direct sequels anymore they
  • 00:24:39
    don't seem to do this it's just not in
  • 00:24:42
    their
  • 00:24:43
    blood so in the past
  • 00:24:45
    final fight one comes out it's excellent
  • 00:24:48
    everyone's digging it capcom looks to
  • 00:24:50
    the final fight team and says good job
  • 00:24:52
    boys
  • 00:24:54
    get your ass working on final fight two
  • 00:24:56
    and then get working on final fight
  • 00:24:57
    three because of the way the arcade
  • 00:24:59
    system
  • 00:25:00
    infrastructure worked having this
  • 00:25:02
    iterative design across time
  • 00:25:05
    was natural and so
  • 00:25:07
    all of the great arcade franchises all
  • 00:25:10
    the great classics of the genre are
  • 00:25:13
    usually the products of we made one beat
  • 00:25:15
    em up then we made a second beat em up
  • 00:25:17
    and then we made a third beat em up and
  • 00:25:19
    we learned the lessons and improved
  • 00:25:21
    things from each game to another to make
  • 00:25:23
    a strong series by the end the problem
  • 00:25:25
    with modern indie games is that modern
  • 00:25:27
    indie developers they make a great game
  • 00:25:30
    and everyone's like oh this is really
  • 00:25:32
    great beat em up and then they're like
  • 00:25:33
    what are you doing next i don't know
  • 00:25:35
    i'll make a farming sim next or
  • 00:25:37
    something like that iterative across
  • 00:25:39
    time design in the indie space doesn't
  • 00:25:42
    exist and it can get kind of a bummer
  • 00:25:44
    where you get the one studio has this
  • 00:25:46
    flash of brilliance with the beat em up
  • 00:25:48
    with final vendetta and then that's it
  • 00:25:51
    it's just the one and done model
  • 00:25:53
    so i really love it to see a follow-up
  • 00:25:56
    where you've got stuff you've got
  • 00:25:57
    everything in place now done the leg
  • 00:26:00
    work of making vendetta one
  • 00:26:02
    now you can use a lot of the basis of
  • 00:26:04
    what you did and make a sequel called
  • 00:26:07
    vendetta two and then people can play it
  • 00:26:10
    and it can grow as a series and you can
  • 00:26:12
    do more things and experiment and make a
  • 00:26:15
    bigger
  • 00:26:16
    more powerful product but just having
  • 00:26:18
    the one game then that's the end of it i
  • 00:26:20
    think it's a bummer especially of beat
  • 00:26:22
    em ups you know be poor beat em ups
  • 00:26:24
    people make one beat em up and then
  • 00:26:25
    that's it so i think the team has a lot
  • 00:26:27
    of talent and i would love to see a
  • 00:26:29
    follow-up to this i absolutely recommend
  • 00:26:32
    final vendetta i think it was a blast
  • 00:26:34
    i've played it for 30 hours now if
  • 00:26:36
    that's not a seal of approval i don't
  • 00:26:38
    know what is the price point i will
  • 00:26:41
    admit at 25 bucks
  • 00:26:43
    is a little steep not that i don't think
  • 00:26:46
    it's worth it but convincing
  • 00:26:48
    more non-hardcore beat-em-up players
  • 00:26:51
    that 25 bucks is worth it might be a bit
  • 00:26:53
    difficult even though it has the great
  • 00:26:56
    arcade mode with all the different
  • 00:26:57
    difficulty selections the training mode
  • 00:26:59
    and the survival mode survival is really
  • 00:27:01
    fun as well
  • 00:27:02
    despite having all this and three
  • 00:27:04
    distinct characters and having i think
  • 00:27:05
    plenty of stuff in the game to justify
  • 00:27:07
    25 bucks i just fear you know maybe a 20
  • 00:27:11
    price tag might be a little bit easier
  • 00:27:13
    so i recommend it at full price so yeah
  • 00:27:16
    please like subscribe share with your
  • 00:27:18
    friends audio
  • 00:27:21
    so thank you to the five dollar patrons
  • 00:27:23
    100 hundred dingo another joe anthony a
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    toms matarosso matthew derek's mass
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    megadeth 859 minong michelin michael
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    stum mitchell y queen charlene nathaniel
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    davis and electron neon dagger games
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    okla google's phil mason rattle cat raul
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    seven overdose shmoop junkie silis space
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    photos stadium arts steve fiction the
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    boot rex the real ecozo the dirty
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    screech the n1 the old bensa drm zugumo
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    twilight ex wavy legs x20 spec plasmo
  • 00:28:13
    and yuzakaya thanks for watching
  • 00:28:38
    you
Etiquetas
  • Final Vendetta
  • beat-em-up
  • spil anmeldelse
  • mekanikker
  • level design
  • retro gaming
  • arcade
  • sværhedsgrad
  • visuelle detaljer
  • sequels