


Denjin Makai II: Extremely deep combo system, selectable levels, lots of abilities and characters. Cadillacs and Dinosaurs and Final Fight are well liked, but I find the first too dry and the second too archaic. Honorable mentions: Captain Commando, Tenchi wo Kurau II, Battle Circuit. Their most accomplished title in the audiovisual department, no juggles but rewarding OTG combo system, lots of abilities to get from mech parts, fast pacing, unforgiving difficulty more focused on pattern dodging than other games in the genre. The best physics and combo system in the genre IMO, great character variety and good challenge.Īrmored Warriors: Capcom's toughest game. Superb graphics, relentless pacing with high damage, speed and lots of enemies on screen. All the characters are powerful, unique and viable, it's fun to play with friends, lots of abusable fun stuff to do. A middle ground between the complex combo systems of newer games and the more methodic pacing of games like Final Fight.ĭungeons and Dragons: very complex in general, with all the character variety, items, combo system, branching paths, secrets, etc. The Punisher: Great weapon system, lots of abilities and mobility. it's a very rich type of game when done right. Each new group of enemies is a different situation that requires a different approach based on distance, positioning, attack recovery, crowd control / management, etc. By the way, I don't know why so many people say the genre is repetitive. Older ones like Street's of Rage due to low amount of enemies on screen (the main point of the genre being dealing with groups of enemies), DC and GH for being stretched out, sloppily designed, easy and dumbed down with jRPG elements, among other issues. Console games are generally signficantly inferior (I haven't tried DDA enough, otherwise I would not have to add the "generally" bit, ha). Who are the beat-em-up kings, and when are we gonn.The best are usually Capcom's games.The Weekly Beat-'Em-Up 3/1/14: Cadillacs & Dinosaurs.Preamble to Lords of Shadow 2: How I feel about Lo.Moons over my hammy: Move over Killer, Asura's Wra.The Weekly Beat-'Em-Up 3/8/14: Denjin Makai II: Gu.Unheard but not unspoken: The plight of an oppress.Commune Podcast: Counterfeit Monkey Part 2.The Weekly Beat-'Em-Up 3/16/14: Combatribes.The Weekly Beat-'Em-Up 3/23/14: Teenage Mutant Nin.

Pro-run: 10 credits (shared), died on final boss Golem and I weren't about to turn down a game with an eight-character line-up that was supposedly "all about special moves", so it's time to find out: does Guardians deliver? Can it live up to the standards of depth set by that other guardian-themed beat-em-up, Guardian Heroes? The setting is futuristic but it is all over the place with weird robots and mutants and dinosaur-monsters and all kinds of shit. Guardians tells the story of, I really don't fucking know. Of course, 1995 is awful late for a beat-em-up and way too late for any arcade game to survive outside of Japan, hence the obscurity of Guardians. The sequel, Guardians, followed a year later, expanding the roster and move-set even further. It got a Super Famicom port called Ghost Chaser Densei and as the name suggests never made it out of Japan. It's some 1994 beat-em-up by no-names Winky Soft with an unusually large (I think six-character) roster and decent move sets. "Little to nothing" is the correct answer. Hey, guy - whaddyou know about Denjin Makai? (that was kinda like a little song). So what we're going to do henceforth (starting with Guardians) is play each game twice - once from beginning to end as a "demo" play (so that we can tell you about all the characters and stages and bosses) and a second time as a "pro-run" with a fixed number of credits to be determined by our performance on the demo play.
#DENJIN MAKAI 2 GUARDIANS BOSSES HOW TO#
A game can seem unfairly hard before you learn how to play it. There have been aspects of certain games (particularly the entirety of Growl) I've felt we may not have "got" because we weren't trying hard enough to play well, or at least weren't being forced to. I haven't been super-happy with the occasions on which this's led us to write "there might be more depth to the bosses, I didn't have enough time to learn in one playthrough". So far Golem and I have been sitting down and playing these games from beginning to end in one sitting for the first time ever, just quarter-feeding our way through. WEEKLY BEAT-EM-UP BREAKING NEWS ANNOUNCEMENT: That's why Golem and I are taking on one classic arcade-style beat-'em-up a week and bringing you this. Luckily the video game medium has provided us with a safe, harmless environment in which to release our overflowing rage. We here at GNG find that it helps to beat up as many people as possible at a regular interval. Everyone needs to let off a little steam sometimes.
